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Aseprite Command Line Interface

You can convert or export your sprites to other formats (or textures+json data) from the command line. See Platform-specific Details section to know how to use the command line.

Options

Usage:
  aseprite.exe [OPTIONS] [FILES]...

Options:
      --shell                  Start an interactive console to execute scripts
  -b, --batch                  Do not start the UI
  -p, --preview                Do not execute actions, just print what will be
                               done
      --save-as <filename>     Save the last given sprite with other format
      --palette <filename>     Change the palette of the last given sprite
      --scale <factor>         Resize all previously opened sprites
      --data <filename.json>   File to store the sprite sheet metadata
      --format <format>        Format to export the data file (json-hash, json-array)
      --sheet <filename.png>   Image file to save the texture
      --sheet-width <pixels>   Sprite sheet width
      --sheet-height <pixels>  Sprite sheet height
      --sheet-pack             Use a packing algorithm to avoid waste of space
                               in the texture
      --split-layers           Import each layer of the next given sprite as
                               a separated image in the sheet
      --layer <name> or
      --import-layer <name>    Include just the given layer in the sheet
      --frame-tag <name>       Include tagged frames in the sheet
      --ignore-empty           Do not export empty frames/cels
      --border-padding <value> Add padding on the texture borders
      --shape-padding <value>  Add padding between frames
      --inner-padding <value>  Add padding inside each frame
      --trim                   Trim all images before exporting
      --crop x,y,width,height  Crop all the images to the given rectangle
      --filename-format <fmt>  Special format to generate filenames
      --list-layers            List layers of the next given sprite
                               or include frame tags in JSON data
      --list-tags              List tags of the next given sprite sprite
                               or include frame tags in JSON data
      --oneframe               Load just the first frame
  -v, --verbose                Explain what is being done
      --debug                  Extreme verbose mode and copy log to desktop
  -?, --help                   Display this help and exits
      --version                Output version information and exit

--shell

Executes Aseprite in a REPL mode. You can write JavaScript code in this mode. There are plans for a specific API for future version.

--batch

Runs Aseprite only to process command line options, then finishes. It's specially useful if you are running Aseprite from a script to automate sprite sheet generation, image conversion, etc. Example:

aseprite --batch

Or you can use the shorter form:

aseprite -b

--preview

On v1.2-beta2: Only show what will be done (doesn't modify files in disk).

aseprite --preview ...

--save-as

Saves the latest opened document with the given file name. It's like calling File > Save As from the interface. Example:

aseprite -b sprite.ase --save-as frame001.png

Will generate frame001.png, frame002.png, etc. for each frame in sprite.ase.

On v1.2-beta1: You can specify --filename-format parameters in the filename directly. For example:

aseprite -b sprite.ase --save-as layer-{layer}-frame-{frame01}.png

It's like using --split-layers and --filename-format implicitly.

--palette

On v1.2-beta2: Changes the color palette of the last given sprite in the command. It can be used to save one sprite with different color palettes:

aseprite -b ryu-template.png --palette pal1.png --save-as ryu1.png --palette pal2.png --save-as ryu2.png

On v1.1 this parameter was used to change the default program palette, but it can be done now using the Save as Default Palette menu option.

--scale

aseprite ... --scale FACTOR

Resizes all images with the given FACTOR specified before --scale option in the command line. Example:

aseprite -b original.png --scale 2 --save-as image-x2.png

--data

aseprite.exe ... --sheet file.png --data file.json

Saves information about the exported sprite sheet in a JSON format. Output example.

See --sheet option to change the destination of the sprite sheet image.

--format

Changes the format used to shave the sprite sheet data specified in --data option. Available formats are:

  • --format json-hash (default format) (example)
  • --format json-array (example)

--sheet

aseprite ... --sheet SPRITESHEET.png

Exports all images specified in the command line before the --sheet option in the SPRITESHEET.png image (the file will be overwritten).

See --data option to change the destination of the sprite sheet JSON data.

--sheet-width

Specifies a fixed width (in pixels) for the sprite sheet in --sheet.

--sheet-height

Specifies a fixed height (in pixels) for the sprite sheet in --sheet.

--sheet-pack

Calculates the best texture size (width and height) for the sprite sheet in --sheet. The width and height will be powers of two.

--split-layers

Splits the next document layers. It affects --sheet and --save-as options.

Example:

aseprite.exe -b --split-layers with-layers.ase --save-as output1.png

If with-layers.ase contains 3 frames and layers Background and Layer 1, the following command will generate 6 files (one for each frame/layer):

output (Background) 1.png
output (Background) 2.png
output (Background) 3.png
output (Layer 1) 1.png
output (Layer 1) 2.png
output (Layer 1) 3.png

On v1.2-beta1: If you specify {layer} in the --save-as filename, the --split-layers is implicitly used. For example

aseprite.exe -b with-layers.ase --save-as output-{layer}-{frame}.png

--layer

Selects just one layer to be exported (hides all other layers). It affects --sheet and --save-as options.

aseprite.exe -b --layer "Body Layer" with-layers.ase --save-as body-layer.gif

Saves a body-layer.gif animation showing only the layer called Body Layer.

On v1.2-beta2 you can specify multiple layers and/or groups:

aseprite.exe -b --layer "head/hat" --layer "body/gloves" player.ase --save-as clothes.gif

Will save a clothes.gif animation showing only the hat layer (which is a child of head group) and gloves layer which is a child of body group.

--frame-tag

Exports the frames inside the given tag only. It works for --sheet on v1.1, and it works for --save-as since v1.2-beta1.

--ignore-empty

Ignores empty frames/layers. It affects --sheet option only.

--border-padding

aseprite ... --border-padding N ...

Includes a border for the whole sheet of N pixels. It affects --sheet option only.

Border Padding

--shape-padding

aseprite ... --shape-padding N ...

Includes a separation between each frame of N pixels. It affects --sheet option only.

Shape Padding

--inner-padding

aseprite ... --inner-padding N ...

Includes a border to each frame of N pixels. It affects --sheet option only.

Inner Padding

--trim

Removes borders from sprites/layers/cels before save them. (I.e. executes the Edit > Trim option for each image to be exported.) It affects --sheet and --save-as options.

--crop

aseprite ... --crop X,Y,WIDTH,HEIGHT

Exports only the specified rectangle from all sprites/layers/cels. It affects --sheet and --save-as options.

--filename-format

aseprite --filename-format FORMAT

This option specifies the special string used to format filenames generated in sprite sheets on --sheet or files generated on --save-as.

The FORMAT string can contain some special values:

  • {fullname}: Original sprite full filename (path + file + extension).
  • {path}: Path of the filename. E.g. If the sprite filename is C:\game-assets\file.ase this will be C:\game-assets.
  • {name}: Name (including extension) of the filename. E.g. If the sprite filename is C:\game-assets\file.ase this will be file.ase.
  • {title}: Name without extension of the filename. E.g. If the sprite filename is C:\game-assets\file.ase this will be file.
  • {extension}: Extension of the filename. E.g. If the sprite filename is C:\game-assets\file.ase this will be ase.
  • {layer}: Current layer name.
  • {tag}: Current tag name.
  • {innertag}: Smallest/inner current tag name.
  • {outertag}: Largest/outer current tag name.
  • {frame}: Current frame (starting from 0). You can use {frame1} to start from 1, or other formats like {frame000}, or {frame001}, etc.
  • {tagframe}: The current frame in the current tag. It's 0 for the first frame of the tag, and so on. Same as {frame}, it accepts variants like {tagframe000}.

For example, if animation-with-layers.ase contains three frames with two layers (named Face and Background):

aseprite -b animation-with-layers.ase --filename-format '{path}/{title}-{layer}-{frame}.{extension}' --save-as output.png

Will generate files like:

output-Face-0.png
output-Face-1.png
output-Face-2.png
output-Background-0.png
output-Background-1.png
output-Background-2.png

On v1.2-beta1: You can specify the filename format in the same --save-as argument.

--list-layers

aseprite --list-layers file.ase

Prints the list of layers in the given file from bottom to top. E.g.

Layers

C:\....> aseprite -b --list-layers file.ase
Background
Layer 1
Layer 2

When used with --data, the layers will be available in the JSON output in the meta attribute. E.g.

{ "frames": [
  ...
 ],
 "meta": {
  ...,
  "layers": [
   { "name": "Background" },
   { "name": "Layer 1" },
   { "name": "Layer 2" }
  ]
 }
}

--list-tags

aseprite --list-tags file.ase

Prints the list of tags in the given file from the first one to the last one. E.g.

Tags

C:\....> aseprite -b --list-tags file.ase
Walk
Run

When used with --data, the tags will be available in the JSON output in the meta attribute. E.g.

{ "frames": [
  ...
 ],
 "meta": {
  ...,
  "frameTags": [
   { "name": "Walk", "from": 0, "to": 3 },
   { "name": "Run", "from": 4, "to": 6 }
  ]
 }
}

--oneframe

aseprite -b --oneframe frame1.png --save-as frame1.pcx
aseprite -b --oneframe walk-animation.aseprite --save-as walk-thumbnail.png

On v1.2-beta4: Load just the first frame of the animation. It's useful to load just one frame in a image sequence (e.g. loading just frame1.png in case that frame2.png, frame3.png, etc. exist) or to load just the first frame of a full animation (e.g. useful to create a thumbnail of the animation).

--debug

If you execute Aseprite with the --debug parameter in the command line, a special Aseprite-v1.1-dev-DebugOutput.txt file will be created in your desktop with possible useful information to know what problem is going on (e.g. this is useful to know what is going on in case that the program don't start correctly).

On Steam, you can add this --debug option from the Aseprite properties.

--verbose

aseprite --verbose

It will log more information in the aseprite.log file:

  • On Windows: aseprite.log is located in %AppData%\Aseprite\aseprite.log
  • On Mac OS X and Linux: aseprite.log is located in ~/.config/aseprite/aseprite.log

--help

aseprite --help

Shows available command line options in the console output.

--version

aseprite --version

Shows Aseprite version.

Use Cases

Convert Aseprite files into PNG, GIF, etc.

aseprite.exe -b image.ase --save-as image.png
aseprite.exe -b animation.ase --save-as animation.gif

Convert an animation to a sequence of PNG files (frame1.png, frame2.png, etc.)

aseprite.exe -b animation.ase --save-as frame1.png

Resize one sprite to several dimensions

aseprite.exe -b original.ase --scale 2 --save-as output-x2.png
aseprite.exe -b original.ase --scale 4 --save-as output-x4.png
aseprite.exe -b original.ase --scale 6 --save-as output-x6.png
aseprite.exe -b original.ase --scale 8 --save-as output-x8.png

Export one layers to PNG/GIF files

aseprite.exe -b --layer "Layer 1" animation.ase --save-as output-Layer-1.gif

Export all layers into different PNG/GIF files

If animation.ase contains 3 frames and layers Background and Layer 1, the following command will generate 6 files (one for each frame/layer):

aseprite.exe -b --split-layers animation.ase --save-as output1.png

Generated files will be:

output (Background) 1.png
output (Background) 2.png
output (Background) 3.png
output (Layer 1) 1.png
output (Layer 1) 2.png
output (Layer 1) 3.png

On v1.2-beta1: You can specify --split-layers and --filename-format implicity using something like:

aseprite.exe -b animation.ase --save-as output-{layer}.png

Export an animation to a sprite sheet

aseprite.exe -b animation.ase --sheet sheet.png --data sheet.json

Export each layer as a different animation in the same sprite sheet

aseprite.exe -b --split-layers animation-with-layers.ase --sheet sheet.png --data sheet.json

Export a specific layer from a sprite

aseprite.exe -b --layer=Background sprite.ase --sheet sheet.png --data sheet.json

Create a texture atlas from several sprites

aseprite.exe -b *.ase --sheet-pack --sheet atlas-bestfit.png --data atlas-bestfit.json
aseprite.exe -b *.ase --sheet-pack --sheet-width=1024 --sheet-height=1024 --sheet atlas-1024x1024.png --data atlas-1024x1024.json

Platform-specific Details

On Windows, if you've installed the program it should be located Program Files folder, try this command:

"C:\Program Files (x86)\Aseprite\Aseprite.exe" --help

Or

"C:\Program Files\Aseprite\Aseprite.exe" --help

On Mac OS X, if you've installed the program in /Applications, try the following command:

/Applications/Aseprite.app/Contents/MacOS/aseprite --help

Automating the process

You could create a convert.bat text file in your assets directory (i.e. where your .ase files are located) with some lines like these:

@set ASEPRITE="C:\Program Files\Aseprite\aseprite.exe"
%ASEPRITE% -b animation.ase --scale 2 --save-as animation-x2.gif
%ASEPRITE% -b animation.ase --scale 4 --save-as animation-x4.gif

So each time you modify the original animation in animation.ase, double clicking the .bat file you could generate animation-x2.gif and animation-x4.gif automatically from the new content.