A Ambersprite
ENTRDEFRESITPTRUJA

Frames & cels

Frames#

A frame is one moment in the animation. Every layer has a cel for it (or leaves it empty).

⋯ ▸ Frame or the timeline buttons:

CommandResult
New FrameInsert a copy of the current frame after it.
Empty FrameInsert a blank frame.
Delete FrameRemove the selected frame(s).
DuplicateCopy the selected frame(s).
Reverse FramesReverse the whole sequence (or a selected range).
Move Left / RightReorder the active frame.

Drag frame headers to reorder them by hand.

Duration#

Each frame has its own duration in milliseconds. Select a frame and use the − [N ms] + control, or drag the slider. The FPS readout is derived from the current frame's duration.

Cels#

A cel is one layer's art on one frame.

Command (timeline menu)Result
Copy Cel / Paste CelMove artwork between cels.
Clear CelErase the active cel.
Link CelMake the active cel share data with another frame's cel — edit one, both change. Marked with L on the timeline.
Unlink CelGive a linked cel its own independent copy.
Cel propertiesOpacity, X/Y offset, and link status.

Linked cels#

Linking is how you hold a pose across several frames without duplicating pixels. A Continuous layer (layer properties) links every new frame automatically — useful for a static background that shouldn't be re-drawn per frame.

Cel offset#

A cel can be positioned with its own X/Y offset (in cel properties, or by moving with no selection). The art can extend past the canvas edge without being cropped — handy for a character that walks off-screen.

To animate a background that scrolls, keep it on its own non-continuous layer and nudge its cel offset a few pixels per frame.