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Slice animations with tags

One pixel art project often has to export several animations: a character needs idle, walk, and attack; a UI button needs normal, hover, pressed. Animation Tags are how one timeline becomes several exportable animations, without splitting the project into separate files.

The result is a single project whose frames are divided into named tags, exportable one tag at a time.

Animation Tags panel with a tagged range

You need a project with at least a few frames already drawn. If you don’t have one, the walk cycle guide builds a 6-frame animation you can tag.

Click Animation Tags in the top toolbar. The panel opens, empty if the project has no tags yet.

Add a tag and name it after the animation it covers, for example walk. Set its start and end frame to cover the frames that belong to it (frames 1–6 for a 6-frame walk cycle). When you set the range, the panel shows the total duration that range adds up to, based on the per-frame durations.

You’ll see the tag appear with a color swatch, its range, its duration, and a direction. The color is just for visual grouping in the panel; it doesn’t affect export.

Each tag has a playback direction. Forward plays the range start-to-end and loops. Reverse plays it end-to-start, useful when you’ve drawn a “raise sword” animation and want a “lower sword” without redrawing. Ping-Pong plays forward then backward, which suits animations that should ease in and out (a hover state, a breathing idle).

Repeat for each animation the project needs. A character project might end up with idle (1–6), walk (7–12), attack (13–18), hurt (19–20). The tags don’t change the frames; they just slice the timeline into named export targets.

Open Export. Under Animation, you’ll now see a dropdown that lists All frames (N frames) plus each tag by name with its frame range. Pick a single tag, say walk (frames 7-12), and the export will only contain those frames.

Tags allow one project to export every animation a character needs, tag by tag, without duplicating frames across files. The export options themselves are explained on the Export formats & engine handoff page.

Tags work when animations share a timeline and a frame size. If two animations need different canvas sizes, or completely different layer stacks, they belong in separate projects rather than one tagged timeline. A 36-frame boss with a 128×128 intro and 64×64 combat frames is cleaner as two projects.

Once your tags are in place, the next step is usually either exporting them or wiring them into a bigger project. Production workflows at scale shows how tags fit a multi-animation build.