Topic 01 · Using downloaded art

Slice a downloaded sheet into frames.

Three clicks. Follow along with the free sample sheet (5 × 10 sprites, 32-pixel cells) — every button below is exactly where the picture shows it.

The whole flow: Open Sheet, set the grid to 32, Import as sheet
The whole thing, start to finish — then step by step below.
1Open the sheet

Top-left folder menu → Open Sheet (grid → new file)… , then pick your sheet .png.

The folder menu open, with 'Open Sheet (grid → new file)…' boxed in red
2Set the cell size

In the ── Total : Grid ── panel, pick 32x32 from the dropdown (or type cx / cy). The sheet splits into a grid — one row = one animation.

The grid panel set to 32x32 with cx and cy boxed in red; the sheet now shows grid lines
3Import

Click ⬇ Import as sheet. Every cell becomes a frame on the timeline; each row becomes a tag (row0…N) you can play back.

The 'Import as sheet' button boxed in red
Done — it's animated

The sheet is now one layer of frames on the timeline, with a tag per row (row0…N). Pick a tag, hit ▶ Play, and it moves — no engine needed.

The imported sheet in the editor: a sprite playing in the canvas, frames on the timeline
Stack more art as named layers

Character split across several files — a body sheet, a weapon, an fx pass? Right-click a layer name in the timeline → Import…, pick the next .png / .aseprite / .json, and it drops in as a new layer stacked below (sharing the same grid). Repeat for each part.

Double-click the layer name to rename it — body, weapon, fx — so the stack stays readable and each part can be shown, locked or exported on its own later.

Padding? If frames come out shifted, bump gap, ox or oy in the same grid panel until the sprite sits inside the cell — then it's set for the whole sheet.