A complete Aseprite-to-Godot toolchain with real-time editor plugins for dynamic character expressions.
Manual workflows between Aseprite and Godot prevented efficient character expression development. I needed to generate hundreds of fully animated expression variations by combining reusable components (eyes, mouths, eyebrows), but traditional approaches scaled poorly.
Each new expression required complete face redraws, individual file exports, and manual animation track configuration. Testing combinations was slow and cumbersome — making it impractical to experiment with the expression variety I wanted to achieve.
Lua Exporter: Parses Aseprite tags and folder structures to extract modular animation data, generating optimized spritesheets and structured metadata.
Animation Generator: Custom C# tools interpret this metadata to auto-generate complete Godot animation tracks — including frame sequences, transitions, and ping-pong logic.
Expression System: Runtime-ready editor plugins allow real-time preview and combination of expression components inside the Godot engine.
Convention-Based Processing: Animators tag expressions in Aseprite using simple rules. The system reads these tags to automatically generate fully configured Godot animation tracks — no manual slicing, keyframes, or configuration needed.
One set of tags → auto-generated animation system.
Manual animation track creation, complex sequence calculations, configuration errors between engines. Drawing entire new faces for each expression variation — days of work for basic character emotions.
Easily generate 1,000+ fully animated expression combinations automatically from tagged components. New character with infinite expressions in hours, not days.
Lua, C#, GDScript, JSON, Godot, Aseprite