Topic 06 · Using downloaded art
One dialog, five layouts. The headline one — Animation → sheet — writes a packed PNG plus a JSON atlas that Godot and Unity load and play straight away. Here's the button, and a table of exactly what each type drops on disk.
Click the Export icon in the buf-list toolbar (the file strip on the left) — or press Ctrl + E. The Export Sprite Sheet window opens with a live preview.
Set four things, watch the preview update, and hit Export (bottom of the dialog):
0 = one long strip; 8 = wrap every 8 frames.Pick type by what your engine wants. Filenames use the name you save as (name):
| Type | Files on disk | Use it for |
|---|---|---|
| Animation → sheet | name.png name.json |
Engine import. Packed frame sheet + a JSON atlas (frame rects, count, timing). Godot / Unity load it and play the animation — the one to reach for. |
| Each tag → row | tags_rows.png | One sheet, each tag (row0…N / Idle, Walk…) on its own row — the classic "one action per row" layout. |
| Each layer → row | layers_rows.png | One sheet, each layer on its own row — handy to eyeball the whole stack at once. |
| Each layer → file | name_layer0.png name_layer1.png … |
One PNG per layer — keep body / weapon / fx as separate images to recombine in-engine. |
| Each frame → file | name_frame0.png name_frame1.png … |
One PNG per frame — for engines/importers that want loose numbered frames. |
Empty layers are skipped; the JSON sidecar is written only for Animation → sheet.
For Godot/Unity, take the Animation → sheet pair (.png + .json): the atlas
already knows the frame size, count and timing, so there's nothing to re-enter. Need a plain strip instead?
Set columns to 0 and export any type.
.aseprite / .json / .png
by extension — layers, tags and all). Export is the flattened, engine-ready output. Keep both: save to
edit later, export to ship.