Animate
See it move the way it will in your game.
A frame-by-frame timeline with tags, onion skin and per-frame timing. What you preview is what you export.
Find the right timing before you draw another frame. Change the direction, speed and onion skin of a real walk cycle. The playback rules are the ones the editor and the GIF export use.
walk123456
Frame 1 of 6
Draw the in-between, not a guess. Earlier frames glow red and later ones blue. Drag the handles above the frames to see more of them.
Draw it once. It's fixed in every frame. Linked cels share the same pixels. Fix the body on frame 1 and every linked frame follows. Unlink a frame when it needs its own pose.
Hold the wind-up. Snap the swing. Every frame keeps its own duration, so timing is part of the art and part of the export.
Watch it at game size while you fix a frame up close. The preview window loops the animation on its own while you keep drawing on a still frame. Go fullscreen when you want it big.
Retime by dragging, not renumbering. Select frames and drag them to move them. Hold ⌥ to copy. Drop past the end and new frames appear.
New
Find the frame you need at a glance. Turn on cel thumbnails and the timeline shows each cel's pixels instead of a dot. Hover one for a bigger look, or zoom the timeline to fit more frames.
PixelLab AI
Start the cycle with AI. Finish it by hand. Choose Walk, Run, Idle, Attack or Jump from ✦ Animate in the timeline. PixelLab adds the frames after your pose, on their own layer and under their own tag, ready to retouch.
Split the frames, not the file. Avatars above the frame numbers show who's working where, live.
Post a GIF that plays like your preview. Direction, repeats and every frame's timing carry over, scaled up crisp.
Animate your first cycle today. Signing up is free.
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