Pixel Art Class - Tips & Scripts for Supercharging Your Aseprite Workflow
Вставка
- Опубліковано 4 сер 2024
- Heya Pals!
Today I'm sharing some bits and pieces that I use all the time in Aseprite to speed up my workflow within the app and exporting to other software. I hope you find them useful :)
- Adam
Custom Scripts:
Export Layers (@_Gaspi) - community.aseprite.org/t/scri...
Export Layer Groups (@AdamCYounis mod) - github.com/adamyounis/Aseprit...
Export Tags To Sheets (@Dacap) - github.com/adamyounis/Aseprit...
Pribambase Aseprite-Blender Plugin (@LampySprites) - lampysprites.itch.io/pribambase
Music:
Minecraft & Chill - Gamechops.com
Chapters:
0:00 - Introduction
0:48 - Setup
1:18 - Export Layer Groups
7:45 - Export Tags-To-Sheets
15:22 - Pribambase Blender Sync
20:09 - Outro
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This video features clips from my stream. Catch it live: Mon, Tues, Thurs and Fri 1-6pm AEST.
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Download assets and games from the stream at uppon-hill.itch.io/
Later, pals! - Наука та технологія
The calm, slow vibes of your videos are absolutely pristine, I really needed that today
Just wanted to come back to this to thank you. This seriously sped up my workflow, and I'm so grateful. Keep making awesome videos Adam!
I need to binge-watch your tutorials on how to do 2D artwork. They're so refined and simple and calm to learn from and even have tips and tricks to them. Thank you!
Really glad to hear that you're in talks with Aseprite devs, seems like you have some great ideas about workflows and features.
Awesome video! Always tought you could export tags to sheet in bulk by default, glad there's a way to it.
man, i swear that you give me hope every day. This video IS everything i needed from this whole year. Really, really thank you. Hopefully i'll be doing this kind of awesome stuff in the near future (dreaming of working with you someday).
OMG that tags to sheet script is a life savior, goddamn i had so much issues with keeping it all in one sheet like u mentioned. thanks for this man
I was wondering how to efficiently manage multiple animations for a single character- this gave me exactly what I was looking for! Before I was using a file per animation, but I knew there had to be a better way in case I needed to make changes to colors, etc. Tags will be a lifesaver. Glad I checked here first. Your videos are awesome!
Thanks so much for sharing your workflow and Aseprite scripts. Great work as always
Thank you, Adam! Was searching for Aseprite scripts and found your video. Was really helpful 🙏
Export tags as sheets is *soo* handy! Props to the developer and thanks for sharing :)
Gonna experiment a bit with that aseprite plugin, sounds handy. Another helpful tool for 3d Pixelart modeling in blender is Texel Density Checker. This way you can easily get all your UV unwraps to the uniform scaling. And I also like to setup my grid accordingly to match the pixel size. So if you want 1 meter to be 32 pixels for instance. Set your unit system to none in scene properties. And then for your grid settings keep scale 1 and set subdivisions to 32. This way you can also easily snap to your sub-grid while creating your 3d modeling.
I found that setting the grid settings scale to 1/32 and subdivisions to 32 were the best results. By doing that, one unit in your grid will be 32x32 and your objects will snap to each "pixel". Makes scaling things way easier!
The blender plugin seems awesome! Feel inspired to try it out now!
This is a world of difference, a huge help thanks!
This is awesome! I love that people have also been using Aseprite plugins for a game engine XD
This is a great video. I would love to see something similar for custom tools and workflows you've developed in Unity. Like being able to jump straight into that battle to test out the fight
Adam you have no idea how helpful this video is. I've been wanting to see this for ages I love your art. I'd love to see some of your coding approach. Can you do a character movement and attack video at some point PLEASE!!
Nice, I'm grabbing your export script asap! Thanks!
Thank you so much🙏🙏🙏 this video was so valuable!!!!!
Have a great day Adam!🔥:D
I want to get heavy into Parallax Pixel Art with Unity and Aseprite, so this is a really awesome thing. The Low-Poly 3D Blender x Unity sync script is really exciting as well. Once again, thank you for all that you do. :)
Really good video. I love how relaxing your videos are :)))
thx for all videos. really appriciated and your script is fantastic.
keep the awesome work!
This is so useful! Thank you so much
I come back after months being saturated from all the tutorials i ve eaten haha Your work is awesome ;)
These videos make me feel like I have insider knowledge that will make my game actually feasible to make
Very helpfull Tahnks for sharing! Honestly could use all of these!
Thanks adam!
Its very impressing what you do. Hats off how you organise yourself.
This plugin is awersome!!! I really wanted this because you could to this directly on blender but do on aseprite means use its tools and other stuff
I was just having this problem with the animations tags and exporting all in the same file, I need it separately... I don't know why but I was sure I was going to find the answer in your channel. Really good video! I will buy your game when it comes out! Keep your hard work!
A long time ago I actually ran into a similar problem as you with the tag splitting on aseprite. My game dev journey has me coming in as a programmer originally, so I made my own script for outputting tags as their own files as well! It just made me smile that someone else hit that same roadblock I did, even though I wasn't even using Unity(prefer Godot personally :) ). I've since "upgraded" the script by allowing the user to modify the names with a suffix so that you can also export corresponding normal and specular maps for the same sprites for use in 2D lighting as well. I've been focused on animation for the longest time so I hadn't ran into the group splitting use case - definitely gonna have to get my hands on it. Thanks for the video!
The Blender x Aseprite plugin excites me to a whole new a level!!!
hi there pal, loving what you do
Great, man
🤙too radical !!!!!!!!!!!!!
so helpful thank u
I am wondering if instead of using the locked property on a layer to exclude it, you could specify user data on the layer itself (top right small button under layer properties) to achieve that. (and then in the script look for that property)
Thank you!
thank you adam :D
You're the Bob Ross of pixel art
I'm experimenting (and failing) to make something that looks a bit like Vagrant Story for the PS1. That Asesprite plugin is gonna probably gonna help a bunch, thanks :D
Wicked tips! Just want to add a bit regarding sprite slicing in Unity, you can keep your previous slicing index whenever you have added a new frame, by redo-ing the slice, but change the mode from "delete existing" to "safe" in the slice panel. Separate pngs per motion is nicer though, and to optimize it, we can use unity atlas generator, but that is a different topic. Love watching your video as a pixel artist beginner 😁
But what if you want to remove a frame of animation? :p
@@Konitama in that case, you can select the related slice bounding box (on the area where the sprite frame has been deleted) and press delete, this will not change the other slice index.
Wow I need that blender one
Hey Adam, love your videos and learning a lot!
Do you mind sharing the color palette you’re using in this video?
Thank you for your great work on Lospec! Feel like making a palette based on the gradients in that neat plaid shirt? 😸
yoooo, it's me on the thumbnail.
Regarding the slicing issue in Unity: You can also tell Unity to slice the whole sheet up and keep the empty slices. This way the length of the array never changes and you can you can switch the content around as much as you want :-)
Hey! Little question, how did you change the color shades so quickly in the Blender example? Is this a built-in Aseprite feature?
Hello Adam! Thank you so much for all of your content, I've been following you for some time now and you've been of an inmeasurable help for my professional development! You really rock!
I have a question, how did you rip the models of FF3 DS for Blender? I would love to study some FF9 models! Thank you so much in advance!
That would be models-resource.com I've been using it to study models from games to see the "best practices" of low poly geometry and texturing.
So I am working on my own game engine written in C++. I am currently adding support for lua integration with my game engine so that actual games don't have to be written in such a low-level programming language.
But one thing issue that I have acknowledged with my game engine is that it doesn't have its own editor or UI interface for developers. But since discovering Aseprite, I think that I might be able to get away with using Aseprite as the editor using scripts.
For example, I can use a script to export more useful metadata about my images to accompanied JSON files, which is already supported by Aseprite. I can use Slices to create hitboxes, I can use the slice names and layer names to specify specific functionality that my game engine would interpret, and I could have it update in realtime and have my game engine automatically load changes to display them in a test environment.
Since Aseprite uses Lua for scripting, that means I can also integrate it with shared lua code. I can also add custom tool options, and even menu options to configure options outside of Aseprite.
I am super hyped about this.
Hey I'm wondering if there's any way of geting a simpler tags to sheets script somewhere it would be very useful for what I'm doing
Please make some Blender tutorials :D, awesome work !
Hunden is Swedish for "the Dog" which is cool for a werewolf kind of character :D
@2:55 After pressing the Move Tool "V" hold "Ctrl" to select desired layer. Not sure if there is a specific setting but I tried that tip right away and at first I was only able to move the current layer until I tried holding "Ctrl" while clicking the object/layer I wanted.
Does someone know if there is a script which scans the entire canvas and export all tiles(grid) in a separated file?
Awesome video! I'm curious if instead of having to export a complex animation into multiple images, if it'd be possible to just export some metadata about the animations themselves (into e.g. a json file) and then consume that intelligently from the engine to avoid some of the issues you mentioned. That's essentially how texture atlases have to work, right? I haven't done any research on what that'd look like for Aseprite/Unity, but I imagine it'd involve a bit of scripting on both sides.
I don't think there's any need for additional metadata. The animations are already separated by rows, so the engine would just have to be able to handle it correctly. E.g. Godot does this by having separate X and Y frame index properties. In this case, you'd just animate the X frame property and leave Y as a constant.
@@DudeBronkster Sure, that'd work too, but you could go a step further and generate a texture atlas instead of having a bunch of empty space in the exported spritesheet, and realistically you'd want to generate some metadata along with that.
Hello, great video very good tips !
what theme are you using please ?
Thanks !
15:22 does this script work for other 3D programs? If not, is there any for other spesific programs?
great video btw! very helpful
Are keys "Shift" and "N" too far for you?
I rebinded mine to Ctrl + space
delete layer? Ctrl + Shift + space
There seem to be one big problem, at least for me, with the Tags to Sheet script. That is that all the other options from UI "export to sheet" are forgotten! For me the borders section is important (padding and trim). Can anyone here help me out?
I can draw 2d pixel characters, but the problem is with the movement and other animation I find it very difficult to do so, any solution?
I know this video a year old, but can you do one on how to add script. I keep on trying to follow what other people have said online about opening script in file, then open script in folder, but whenever I do so nothing happen. Do I need a special program to get it to work, to read the file or am I missing something that's obvious to everyone else? Any kind of help would be greatly appreciated.
hello I had trouble with the layer selection tips, here's the fix ! If you can't select a layer by clicking them on the canva, make sure '' auto select layer '' is checked in move tool
.( top left, above the canva workspace )
I want to slice and tag the elements on a sprite sheet in Aseprite. Is this possible? 12:38 causes me to think so, but when I go into the program I don't see a convenient way to do so.
Edit: I finally figured out how to do what I wanted. I needed to use "import" instead of "open."
hey pal just a quick tip insted of using v for move tool u can just hold control which is faster goodluck ; )
What Aseprite Theme arr you using?
I make pixel art emotes and one of the most annoying bits is exporting and re-sizing to all the correct sizes, this makes me wonder if i can find or make a script to do that for me 🤔
Can I use those kind of scripts with Libresprite?
Where'd you get that shirt if you don't mind me asking?
Hi I was wondering if it was possible to get the layer tab in aesprite to be on the side rather than the bottom? how do i go about that?
Aseprite doesn't have a configurable layout yet, but it's on the roadmap for future features.
It would be great if you do a tutorial for blender 3d characters with aseprite textures
Is it possible to export each grouped layers cropped to the groups bounds (not the canvas size)? For example: If I have two groups Background (300x200), and Character (16x16) the Character.png will be exported as 16x16 pixel size (not 300x200, as the canvas)
There is a feature called "slices" in Aseprite that I don't really use, but it might be able to help you do this. Personally, I prefer to keep different sized assets in their own files, but I haven't explored what you're trying to do enough to say it's a good or bad idea.
Have those scripts been added to aseprite by default already? Why not?
how do I download that script file to my computer?
What is this darkmode you use?
Unity has aseprite exporter actually it's works with aseprite saves. Is that useless?
also im from aus as well which state are you in ?
Hi there Adam! I watch your tutorials and you have learned me a lot!.. But i still have an important question. How to make sprites for a game fit together? I can imagine that there are rules for that. For example, use the same amount of colors in every sprite. I dont know, but it’s something i suggest. Can you make a video how to make sprites fit together? Futniture, player, monsters, loot, etc etc. Thanks! Tim, the Netherlands
Funny I actually made a .bat file that runs through every layer in my aseprite file and exports out sprite sheets for each layer of my character. I never realized there's a script system built in via lua... hahaha... I'll probably convert my batch script over at some point then.
Where do you keep your "***.aseprite" file? Export always defaults to the same folder, not directly into Unity's file structure. Do you keep the "***.aseprite" in the Unity project?
Yes, I keep my aseprite files in the Unity file structure. This would usually be an issue with things like photoshop files or larger assets, slowing down version control, but aseprite files are tiny so I just leave them in.
@@AdamCYounis Thanks for such a quick reply! Doesn't that affect the build size of the finished game?
@@konartis7 No, Unity is smart enough to only use the assets that referenced in scenes for the build. This is why you can't refer to assets by path your monobehaviours, because the assets folder is left behind.
What program is being used @4:00?
Unity
Thanks for tips! But I still want script that scaling your brush on tablet buy pressing a button! :D
There's a pixel painting software where you can directly paint pixels to a 3d model
A small request.
In the video there is a mention of a "30 minute sprite crash course video"...
It would be nice if a link to it appeared in the description...
( ua-cam.com/video/59Y6OTzNrhk/v-deo.html )
For some reason I only found it in the playlist the 3rd time :)
There should be an script that lets you export in the right color and not inventing new ones that are super similar to the originals. The aseprite exporter is like a little crazy
Aseprite
I didn’t understand nothing ; - ; sadly