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Aseprite : modify "Export Gif Sequence" to set frame duration
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| -- MIT License | |
| -- Copyright (c) 2021 David Fletcher | |
| -- Permission is hereby granted, free of charge, to any person obtaining a copy | |
| -- of this software and associated documentation files (the "Software"), to deal | |
| -- in the Software without restriction, including without limitation the rights | |
| -- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
| -- copies of the Software, and to permit persons to whom the Software is | |
| -- furnished to do so, subject to the following conditions: | |
| -- The above copyright notice and this permission notice shall be included in all | |
| -- copies or substantial portions of the Software. | |
| -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
| -- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
| -- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
| -- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
| -- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
| -- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
| -- SOFTWARE. | |
| local sequence = ... | |
| ----------------------------------- | |
| -- HELPER METHODS | |
| ----------------------------------- | |
| local function readAllTags(sprite) | |
| local tags = {} | |
| -- main loop where we compile all of the info we need to essentially copy / paste | |
| for _,tag in ipairs(sprite.tags) do | |
| -- snag the name from the tag to use as a dictionary reference when we're reading the sequence later | |
| tags[tag.name] = {} | |
| -- loop through all of the frames within this tag and copy the image information from each cel | |
| tags[tag.name].frames = {} | |
| -- we should be flattened at this point, so grabbing the active layer is a cheap operation to get what we want (the layer:cel() function) | |
| local layer = app.activeLayer | |
| for f=tag.fromFrame.frameNumber,tag.toFrame.frameNumber do | |
| local cel = layer:cel(f) | |
| if (cel ~= nil) then | |
| table.insert(tags[tag.name].frames, { | |
| pixels=layer:cel(f).image, | |
| position=layer:cel(f).position, | |
| duration=layer.sprite.frames[f].duration -- add by gitmoko | |
| }) | |
| else | |
| table.insert(tags[tag.name].frames, { | |
| pixels=nil, | |
| position=nil, | |
| duration=nil | |
| }) | |
| end | |
| end | |
| end | |
| return tags | |
| end | |
| local function buildSequence(sprite, sequence, tags) | |
| -- we should be flattened at this point, so grabbing the active layer is a cheap operation to get what we want (the layer:cel() function) | |
| local layer = app.activeLayer | |
| -- loop through the sequence and start building up the frames | |
| for _,seq_tag in ipairs(sequence.tags) do | |
| -- loop through the repetitions on this tag | |
| for tag=1,seq_tag.repetitions do | |
| -- loop through the frames on this tag | |
| for _,image in ipairs(tags[seq_tag.name].frames) do | |
| local frame = sprite:newEmptyFrame(#sprite.frames+1) | |
| frame.duration = image.duration -- add by gitmoko | |
| if (image.pixels ~= nil) then | |
| local c = sprite:newCel(layer, frame, image.pixels, image.position) | |
| end | |
| end | |
| end | |
| end | |
| end | |
| local function deleteAllTags(sprite) | |
| for tag=1,#sprite.tags do | |
| sprite:deleteTag(sprite.tags[1]) | |
| end | |
| end | |
| local function deleteAllFramesInRange(sprite, min, max) | |
| for f=min,max do | |
| sprite:deleteFrame(sprite.frames[min]) | |
| end | |
| end | |
| local function deleteAllHiddenLayers(sprite) | |
| for _,layer in ipairs(sprite.layers) do | |
| if (not layer.isVisible) then | |
| sprite:deleteLayer(layer) | |
| end | |
| end | |
| end | |
| local function exportAsGif() | |
| -- it says "save a copy", but really this opens the file export menu | |
| app.command.SaveFileCopyAs { ["useUI"]=true } | |
| end | |
| ----------------------------------- | |
| -- EXECUTE MAIN LOGIC | |
| ----------------------------------- | |
| -- origSprite is the reference to the user's original file. DO NOT MODIFY | |
| -- tempSprite is the reference to the file we will be modifying heavily before exporting, then abandoning | |
| local origSprite = app.activeSprite | |
| local tempSprite = Sprite(origSprite) | |
| -- delete all of the invisible layers because they are not needed, then flatten | |
| deleteAllHiddenLayers(tempSprite) | |
| tempSprite:flatten() | |
| -- read all of the tags into a large table that we can pull info from later | |
| local tags = readAllTags(tempSprite) | |
| local lastFrameOfOriginalSprite = #tempSprite.frames | |
| -- start putting the sequence back together in the specified order | |
| -- appended at the back of the sprite; original frames will be deleted after we've built the sequence | |
| buildSequence(tempSprite, sequence, tags) | |
| -- delete all of the tags so there isn't any confusion (this step isn't strictly necessary, but it was | |
| -- helpful during debugging to keep me from getting confused) | |
| deleteAllTags(tempSprite) | |
| -- we've built the sequence appended as frames at the end of the timeline; let's now delete the original | |
| -- frames to leave behind JUST the sequence desired | |
| deleteAllFramesInRange(tempSprite, 1, lastFrameOfOriginalSprite) | |
| -- finally ready to export! | |
| exportAsGif() | |
| -- close the temporary sprite to finalize the process | |
| tempSprite:close() |
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