#What you'll learn
- Organise bigger sprites with layer groups, clipping masks and layer masks.
- Animate faster with linked cels, multi-frame editing, tags and the animation preview window.
- Start characters from the Template library and keep your colours under control with palettes and indexed colour mode.
- Light a scene and Bake it, then export sprite sheets your game engine can read.
- Keep your work safe with version checkpoints, the undo history and cloud sync.
#Before you start
- You should be comfortable with everything in the Pixxivi beginner guide: drawing, frames, onion skin and a first export.
- Any sprite works for practice. The examples below use a 64×64 character with 8 frames.
- Sign in if you want your projects and checkpoints on more than one device.
#How-tos
#How to group layers and use clipping masks
- Select a layer in the Layers panel and press Ctrl+G to put it in a group, or press Ctrl+Alt+N to make an empty group.
- Drag layers into or out of the group. Groups can be folded and nested.
- Ctrl+Shift+U ungroups. Hiding, locking or changing the opacity of a group applies to everything inside it.
- To keep shading inside a shape, put the shading layer directly above the shape layer and press Ctrl+Alt+G. The upper layer is now clipped: it only shows where the layer below has pixels.
#How to use a layer mask
- Select the layer and choose Layer → Add layer mask.
- Press \ to switch between painting the mask and painting the pixels.
- While you edit the mask, painting reveals and erasing hides. Hidden areas get a red tint so you can see them.
- Switch the mask off to compare, then choose Apply layer mask to make the change permanent or Delete layer mask to undo it.
#How to animate faster with linked cels and multi-frame editing
- Select a range of frames in the timeline (click the first, Shift-click the last).
- Press Alt+L to link the cels on the current layer. Linked cels share one image, so a background or a body part drawn once shows on every linked frame. Alt+U unlinks the current cel.
- Press Alt+M (Edit all selected frames at once) and draw: the stroke lands on every selected frame. Press Alt+M again to go back to one frame.
- For a layer that never changes, open ⋯ and make it a static layer: it holds one image on every frame.
#How to set frame timing and tags
- Click a frame and type its duration in the ms box. Different durations per frame give your animation weight (a long anticipation frame, a fast swing).
- Select the frames of one move and press Alt+T to make a tag. Name it (idle, walk, attack) and choose forward, reverse or ping-pong.
- Pick the tag in the loop menu to play only that move. Press Shift+P for the Animation preview window, which keeps playing while you draw.
- Ctrl+Shift+J jumps to a frame by number; , and . step back and forward.
#How to start from the Template library
- Open File → Template library (Ctrl+Shift+T) or choose a template on the projects screen.
- Pick a template, for example Hero (male) — platformer set, and choose the animations you want: all, the essentials, or your own choice.
- Decide how the template comes in: as a locked guide that is never exported, as an editable copy, or both. You also get an empty Art layer and one tag per animation with its own FPS.
- Draw your character on the Art layer over the guide, frame by frame.
- When you export a sprite sheet with row per tag, you get the template's layout back: one animation per row.
#How to work in indexed colour
- Open Sprite → Colour mode (RGBA / indexed)… and switch to indexed. Every pixel now uses a palette colour, and alpha is either on or off. You can dither while converting.
- Edit a swatch in the Palette panel: every pixel that uses it changes at once.
- Load a different palette with the same number of colours to make a palette swap (a second costume or an enemy variant), then export it.
- ⋯ in the Palette panel also generates colour ramps and builds a palette from the sprite's colours.
#How to light a scene and bake it
- Choose the light tool (Shift+L) and click to place a light. Drag to move it, Alt-drag to change its radius.
- Give each light a colour, radius, strength and halo, and make it steady, flicker or pulse. Flicker and pulse loop cleanly with your animation.
- In the scene settings, set the darkness and its colour, the number of stepped bands, and dithering.
- Click Bake. Choose two editable layers (Light · shade and Light · glow, which reproduce the preview exactly) or one lit copy, optionally snapped to your palette.
#How to save checkpoints and go back in time
- Press Ctrl+Alt+S to save a version checkpoint before a big change. Pixxivi keeps the last 30 per project.
- Open the version history from the File menu and choose Restore as copy: you get the old version as a new project, and your current work stays untouched.
- Press Ctrl+H for the Undo history to jump back several steps at once.
#Workflows
#A game-ready character in one session
- Start from File → Template library with the essentials of the hero template.
- Draw the base pose on frame 1, then link the cels of anything that doesn't move.
- Tag each animation, time the frames in ms, and check each tag in the preview window (Shift+P).
- Export a Sprite sheet with row per tag, trim, a little padding, and JSON data: Aseprite-compatible (hash).
#Draw here, pack and loop elsewhere
- Finish the animation in Pixxivi.
- Click Send to App and choose The animation for Pixxula (pack it with other characters into one atlas) or Pixxifo (a looping GIF or a sheet with presets).
- Choose The palette to send your colours to Pixxulo and reuse them in every other app.
#Run it as a Flow step
- In Flow, add Pixxivi as the drawing step of a pipeline (for example Pixxivi → Pixxeta → Pixxula).
- Open in Pixxivi from the step, draw, then use Send result to Flow on the Flow chip in the top bar.
- The next person (or app) picks up your result from the step.
#Tips and shortcuts
- Alt+N new frame (a copy), Alt+Shift+N new empty frame, Alt+D duplicate selected frames, Alt+Delete deletes them.
- Shift+O onion skin on or off; Tab hides the timeline; F focus mode hides the panels.
- X swaps the primary and secondary colour; [ and ] step through the palette.
- = and - change the brush size; D toggles the dither brush; P toggles pixel-perfect; Shift+A alpha lock.
- Ctrl+B turns a selection into a custom brush.
- Ctrl+Alt+E is a quick PNG / GIF export with your last settings.
- Each frame is at most 480×480 pixels. There is no cap on the number of frames; watch the memory readout on very long animations.
#Troubleshooting
- A stroke changed several frames. Multi-frame editing (Alt+M) is on, or those cels are linked. Turn multi-frame editing off or unlink the cel with Alt+U.
- Shading spills outside the shape. Clip the shading layer to the shape below with Ctrl+Alt+G.
- A palette swap changed the wrong colours. Palette swaps work by position in the palette. Make sure both palettes list their colours in the same order.
- The exported sheet has no rows per animation. Choose row per tag in the Layout list, and check that every animation has a tag.
- Lighting isn't in the export. Lighting is a preview until you Bake it.
#Related guides
- Pixxivi — Beginner · Pixxivi — Advanced
- Pixxula — sprite sheets and atlases · Pixxifo — GIF loops · Pixxulo — palettes
- Send to App · Pixx Flow