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688 lines
13 KiB
ReStructuredText
688 lines
13 KiB
ReStructuredText
============
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ASE Manual
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============
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:Author: David Capello
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:Contact: davidcapello@gmail.com
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:Date: November 2009
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.. contents::
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----------
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Tutorial
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----------
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This chapter explains how to use ASE step by step. Here you learn ASE
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terminology and how to use the different screen elements to created
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your own sprites. All other chapters are extensive reference of the
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application to see its functionality in depth.
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Sprites
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=======
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You can start creating a `sprite <http://en.wikipedia.org/wiki/Sprite_(computer_graphics)>`__
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with ``File > New`` option.
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``TODO new sprite screenshot``
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In this dialog you select:
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- The width and height of the new sprite in pixels.
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.. note::
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ASE works with `raster graphics <http://en.wikipedia.org/wiki/Raster_image>`__,
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where images are conformed by a
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`grid of pixels <http://en.wikipedia.org/wiki/Pixel>`__,
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little squares distributed in a rectangular way. When you
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see a photo in your computer, you almost does not notice the
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existence of pixels (they are too small). But when you see little
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images in your mobile device or in a
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`handheld video game <http://en.wikipedia.org/wiki/Handheld_game_device>`__,
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you can appreciate the pixels. ASE is a program to see and manipulate
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pixels, to created this kind of little images.
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- The color mode, which basically says how many colors you will be able to put in the image.
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.. note::
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With **RGB** images you can have an independent color for each pixel, in
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this way each little pixel has its Red, Green, Blue and Alpha
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(opacity) values. **Indexed** sprites have a special element associated:
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a palette color (with a maximum of 256 colors), in this way each
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pixel has a palette entry associated, if you change the palette
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color, all pixels associated to that color will change their aspect.
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For `pixel art <http://en.wikipedia.org/wiki/Pixel_art>`__ your selection
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should be Indexed.
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- The background color to be used in the sprite.
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.. note::
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ASE sprites have layers, when you create a new sprite, it is created
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with just one layer. The background color specified the color to be
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used to clear this first layer content. There a two kind of sprites
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in ASE: 1) sprites with a background layer (a layer at the bottom
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that cannot be moved), and 2) sprites without a background layer
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(all layers are transparent). If you specified "Transparent" as
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background color, you will obtain a sprite with a layer that is
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completely transparent initially (you will see a checked-background
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indicating "no background here"). In the other side, if you
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specified a color as background, you will get a sprite with the
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background layer painted with that color.
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After creating the sprite, you will see it in the **current editor**. The
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current editor is where you can draw (the center of the screen).
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In next sections you will see how to split the current editor in
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various other editors, so you will take care of current editor
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significance.
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``TODO screenshot of new sprite created``
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Colors
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======
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In ASE you draw pressing the buttons of the mouse. Left mouse button
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draws with the foreground color, and right mouse button uses the
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background color. The **background color** is a very special color, it is
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used in various operations that are not related to drawing with the
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right mouse button. E.g. when you cut or clear a portion of image
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(``Edit > Cut``, or ``Edit > Clear``) the selected pixels are cleared with
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the background color.
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``TODO screenshot of color bar``
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Picking Colors
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--------------
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You can pick colors from the image using ``Alt+mouse click``. Using
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``Alt+left click`` you will choose the foreground color. With ``Alt+right
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click`` you choose the background color.
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In some platforms (Linux or MacOS) you can have some problems
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using the ``Alt`` key together with mouse clicks, so you can
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use ``I key`` to pick background or ``Shift+I key`` to pick
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foreground color.
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Drawing
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=======
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You have created a new sprite, now you want to draw. You need to know two things:
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- Where you draw: the current editor shows the selected sprite
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in tabs.
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``TODO screenshot a selected tab and the editor showing the sprite``
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- With what you draw: there are various elements that are used when you draw in the sprite
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tool, color, pen, and other configuration that modifies how you draw (e.g. snap to grid,
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patterned mode, etc.).
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You will notice that a sprite is not just one image, it can have
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frames and layers, so in next sections, the first point ("Where you
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draw") will take more importance when you want to manage various
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sprites, with frames, and layers at the same time. Right now let's
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keep it simple, just one sprite with just one image.
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To draw you can use one of the tools at the right of the screen:
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``TODO screenshot of tool bar``
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By default the `Pencil`_ tool is selected (if it is not selected, you
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can press the |pencil icon| icon to select it). The pencil is one of the most
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basic tools: You press the left mouse button, hold it, drag the mouse
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and then release the same button. This will draw a freehanded trace
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using the selected foreground color.
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.. |pencil icon| image:: pencil_icon.png
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Canceling trace
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---------------
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If you do not like the last trace you drew, you can press ``Ctrl+Z``
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or select ``Edit > Undo`` menu option to undo it. Also, you can cancel
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the trace before releasing left mouse button (in this case there are
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no need to Undo):
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1. while you are pressing left mouse button,
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2. press right button,
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3. then release left button,
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4. and finally release the right mouse button.
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In this way you cancel the trace you was drawing (the whole trace will
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disappear instantaneously). You can do the same procedure inverting the
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mouse buttons. E.g. if you start with right mouse button (background
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color), you can cancel using left button.
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Zooming
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=======
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You can zoom using the ``mouse wheel`` or just pressing the numbers ``1``, ``2``,
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``3``, ``4``, ``5``, or ``6`` in the keyboard. When you zoom, the pixel above
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the mouse cursor will be centered in the current editor.
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Scrolling
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=========
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Selecting
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=========
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Moving Parts
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------------
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Layers
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======
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The Background Layer
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--------------------
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Transparent Layers
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------------------
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Animation
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=========
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Frames
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------
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Cels
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----
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As each sprite has a set of layers and frames, you can imagine them
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as a grid, where layers are rows and frames are columns. Each little
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cell of this grid is called: cel. A cel is an image located in specific
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layer, in a specific frame, with a specific position (x, y)
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and with other properties like "opacity" (transparency level).
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[TODO Animation editor screenshot]
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Empty Cel
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---------
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.. _empty cel:
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When a transparent layer is completely invisible in a specific frame
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(it does not contain any pixel of any color), you are in an empty cel.
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It means this cel is not consuming any memory because its image
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does not even exist.
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You can remove a non-empty cel using the clear_ command in a transparent
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layer.
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Multiple Editors
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================
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Current Editor
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--------------
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-------
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Tools
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-------
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Rectangle Selection
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===================
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Contour Selection
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=================
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Magic Wand
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==========
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Pencil
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======
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-------
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Menus
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-------
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In this chapter you have explained each functionality of ASE that is
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accessible from menus. Some options have a keyboard shortcut associated
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to be quickly executed.
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File
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====
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New
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---
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.. admonition:: Keyboard shortcut:
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Ctrl+N
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Creates a new sprite.
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Open
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----
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.. admonition:: Keyboard shortcut:
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Ctrl+O
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Opens an existent sprite in the disk.
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Open Recent
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-----------
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Save
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----
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.. admonition:: Keyboard shortcut:
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Ctrl+S
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Save As
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-------
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.. admonition:: Keyboard shortcut:
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Ctrl+Shift+S
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Save Copy As
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------------
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.. admonition:: Keyboard shortcut:
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Ctrl+Shift+C
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Close
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-----
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.. admonition:: Keyboard shortcut:
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Ctrl+W
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Closes the current sprite. If there are modifications in the sprite, you will see a confirmation dialog.
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``TODO close warning screenshot``
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You can close sprites pressing the middle mouse button above a tab.
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``TODO closing through tab + middle mouse button screenshot``
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Close All
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---------
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.. admonition:: Keyboard shortcut:
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Ctrl+Shift+N
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Capture
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-------
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Screen Shot
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'''''''''''
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Record Screen
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'''''''''''''
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Exit
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----
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Edit
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====
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Undo
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----
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.. admonition:: Keyboard shortcut:
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Ctrl+U
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Redo
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----
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.. admonition:: Keyboard shortcut:
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Ctrl+R
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Cut
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---
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.. admonition:: Keyboard shortcut:
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Ctrl+X
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Copy
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----
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.. admonition:: Keyboard shortcut:
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Ctrl+C
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Paste
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-----
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.. admonition:: Keyboard shortcut:
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Ctrl+V
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Clear
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-----
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.. admonition:: Keyboard shortcut:
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Del (or Backspace)
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This command has different behavior depending in which layer you use it:
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- In the background layer: If there are something selected, the
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selected region is cleared with the background color. If nothing
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is selected the entire cel is cleared with the background color.
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- In a transparent layer: If there are something selected, the
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selected region is cleared with transparent color. If nothing
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is selected the entire cel is removed from the layer, so an
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`empty cel`_ is left.
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Flip Horizontal
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---------------
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.. admonition:: Keyboard shortcut:
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Shift+H
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Flip Vertical
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-------------
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.. admonition:: Keyboard shortcut:
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Shift+V
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Replace Color
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-------------
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.. admonition:: Keyboard shortcut:
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Shift+R
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Invert
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------
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.. admonition:: Keyboard shortcut:
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Ctrl+I
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Sprite
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======
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Properties
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----------
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Color Mode
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----------
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RGB Color
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'''''''''
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Grayscale
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'''''''''
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Indexed (No Dithering)
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''''''''''''''''''''''
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Indexed (Ordered Dither)
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''''''''''''''''''''''''
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Duplicate
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---------
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Sprite Size
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-----------
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Canvas Size
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-----------
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Rotate Canvas
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-------------
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180
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'''
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90 CW
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'''''
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90 CCW
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''''''
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Flip Canvas Horizontal
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''''''''''''''''''''''
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Flip Canvas Vertical
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''''''''''''''''''''
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Crop
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----
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Trim
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----
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Layer
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=====
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Properties
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----------
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New Layer
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---------
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Remove Layer
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------------
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Background from Layer
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---------------------
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Layer from Background
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---------------------
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Duplicate
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---------
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Merge Down
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----------
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Flatten
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-------
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Frame
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=====
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Properties
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----------
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New Frame
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---------
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Remove Frame
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------------
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Jump to
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-------
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First Frame
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'''''''''''
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Previous Frame
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''''''''''''''
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Next Frame
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''''''''''
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Last Frame
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''''''''''
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Play Animation
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--------------
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Cel
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===
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Properties
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----------
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Mask
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====
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All
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---
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Deselect
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--------
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Reselect
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--------
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Inverse
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-------
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Color Range
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-----------
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Load from MSK file
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------------------
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Save to MSK file
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----------------
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View
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====
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Tools
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=====
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Help
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====
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--------------------
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Keyboard Shortcuts
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--------------------
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---------------
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Customization
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---------------
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Here you have some explanation about how to customize your own copy of
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ASE. Take care of all modifications you made in configuration files, and
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make sure you have a backup copy of everything.
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Most of the customizable UI elements are taken from ``<ase-folder>/data/gui.xml`` file.
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|
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Keyboard Shortcuts
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==================
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::
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<gui>
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<keyboard>
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</keyboard>
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</gui>
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Menus
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=====
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::
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<gui>
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<menus>
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</menus>
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</gui>
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Tools
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=====
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In the ``data/gui.xml`` file you will found a the following sections:
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::
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<gui>
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<tools>
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<group ... >
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<tool ... />
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</group>
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</tools>
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</gui>
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In the ``<tools>`` section you have the set of available tools in ASE
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separated by groups (``<group>`` elements). Each group has a set of tools (``<tool>`` elements).
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<group>
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-------
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::
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<group id="..."
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text="...">
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<tool ... />
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<tool ... />
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<tool ... />
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</group>
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<tool>
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------
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::
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<tool id="..."
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text="..."
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ink="..."
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controller="..."
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pointshape="..."
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intertwine="..."
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/>
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The ``id`` attribute is used to identify the tool, it must be unique
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between all tools. The ``text`` attribute specified the name of the
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tool shown to the user.
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The ``ink`` attribute indicates what the tool does, e.g. paint,
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select, pick a color, etc. Available inks are:
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- selection
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- paint (paint with fg or bg, depending if left or right button was used)
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- paint_fg
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- paint_bg
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- eraser
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- replace_fg_with_bg
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- replace_bg_with_fg
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- pick_fg
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- pick_bg
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- scroll
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- move
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- shade
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- blur
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- jumble
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The ``controller`` specifies how mouse buttons are controlled.
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Available controllers are:
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- freehand (e.g. pencil)
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- point_by_point (e.g. polygon)
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- one_point (e.g. paint bucket)
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- two_points (e.g. lines, rectangles, etc.)
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- four_points (e.g. bezier lines)
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The ``pointshape`` is the way a mouse point will be converted to an area
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in the image. Available points:
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- pixel
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- pen
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- floodfill
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- spray
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The ``intertwiner`` says how mouse points should be joined.
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Available intertwiners:
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- none
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- as_lines
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- as_bezier
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- as_rectangles
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- as_ellipses
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