Aseprite MCP
This MCP server lets an AI programmatically create, edit, animate, inspect, and export Aseprite pixel-art sprites.
Create canvases and manage layers, frames, active state, visibility, opacity, and frame durations.
Draw pixels, lines, rectangles, circles, polygons, paths, paint-bucket fills, and linear gradients, either globally or on a specific layer/frame.
Manage cels and animation: create/clear/copy cels, copy/propagate frames, duplicate frame ranges, set cel positions, tween/offset/oscillate positions, tween opacity/scale, add tags, and configure onion skin.
Read and set palettes, and remap colors across cels and frame ranges.
Transform content by flipping/rotating layers and resizing/cropping the canvas.
Inspect sprites by reading metadata, single-pixel RGBA values, and rectangular pixel regions.
Validate and audit animations for missing layers/cels, overlaps, and out-of-range activity; sanitize animation consistency.
Copy layers between sprite files and export sprites to formats such as PNG, GIF, and JPG.
Start/stop a local preview HTTP server and retrieve animation workflow guidance.
Provides tools for interacting with the Aseprite API, enabling management of sprites, animations, and layers.
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@Aseprite MCP create a new 256x256 sprite and draw a simple tree"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
Aseprite MCP Tools
A Python MCP server that gives AI assistants full control over Aseprite for creating pixel art and animated sprites.
123 tools across 18 categories — canvas, drawing, layers, animation, palettes, effects, slices, tilemaps, exports, visual-feedback/analysis tools, and a raw Lua escape hatch. The tool set is designed so an LLM has everything it needs to produce good pixel art, not just primitives: shading ramps with hue shifting, ordered dithering, outlines, retro palette presets with quantization, onion-skin renders, and frame diffing, bounds and lint checks for animation work.
Examples
Cosy room (Opus 5.5)
Swordsman: Fable 5 vs Opus 5.5
The Fable 5 tasks recreate the benchmark from Draw Me a Swordsman by Lj Miranda, whose findings inspired this server's expanded toolset.
Slime (Opus 5.5)
Swordsman vs. slime (Opus 5.5)
Related MCP server: Aseprite MCP Tools
Related Projects
Aseprite Live – Watch an AI agent draw pixel art in Aseprite, live, in your browser
Tool Categories
Category | Tools | Description |
7 | Create sprites, manage layers/frames, set the active state | |
16 | Pixels, text rows, lines, rectangles, circles, ellipses, polygons, paths, fills, gradients, isometric boxes | |
3 | Draw and measure text with bitmap sprite-sheet or TrueType fonts | |
7 | Delete, rename, duplicate, reorder, blend modes, merge, flatten | |
4 | Move, copy, and erase rectangular regions or colors | |
12 | Outlines, color replacement, HSL adjustment, ordered dithering, native Aseprite filters | |
24 | Frames, cels, tags, tweening with easing, propagation | |
8 | Get/set palettes, retro presets, color ramps, quantization, color modes | |
4 | Flip, rotate, resize, crop | |
5 | Named regions, 9-patch centers, pivot points | |
5 | Tilemap layers, tileset editing, tile placement | |
8 | PNG, GIF, sprite sheets, per-layer/per-tag export, previews on a background, image import | |
6 | Read pixels (one layer, the visible composite, or as text rows) and sprite metadata | |
6 | Sprite previews the model can see, onion-skin renders, frame diffing, bounds, lint, color statistics | |
4 | Validate and sanitize animation consistency | |
1 | Copy layers between sprite files | |
3 | Local HTTP preview server, workflow guide | |
1 | Raw Lua escape hatch for anything not covered above |
Canvas
Tool | Description |
| Create a new sprite with the given dimensions |
| Add a new layer, optionally inside a named group |
| Add a new (optionally nested) group layer |
| Append a new frame |
| Set the active frame |
| Set one frame's duration in ms |
| Set the active layer (optionally creating it) |
Drawing
All _at variants target a specific layer/frame and can create the cel on demand. Coordinates are sprite-global.
draw_rows(filename="mug.aseprite", layer_name="mug", frame_index=1, x=4, y=2,
rows=[".WWWW..",
".WWWWKK",
".WWWW.K",
"..WW.K."],
legend={"W": "#F4F4F4", "K": "#8B5A2B"}, outline="#1A1C2C"). (or any character missing from the legend) leaves a pixel untouched; read_rows returns pixels in the same format, so an edit is read, change a few characters, draw again.
Tool | Description |
| Plot individual pixels with per-pixel colors |
| Plot pixels on a specific layer/frame |
| Lines with thickness |
| Outlined or filled rectangles |
| Outlined or filled circles |
| Outlined or filled ellipses with separate x/y radii |
| Outlined or filled polygons from a point list |
| Polyline through a point list with thickness |
| Paint-bucket flood fill |
| Smooth linear gradient fill in a rectangle |
| Pixels as rows of characters plus a colour legend, like ASCII art, with an optional 1px outline — the compact way to place hand-chosen detail (faces, hands, animals, handles) |
| Solid 2:1 isometric box with clean 2-1 edges and a colour per face, for furniture and props |
Text
Aseprite's Lua API has no text drawing, so glyphs are rasterised on the server and composited into the sprite. Two font backends are supported: bitmap sprite-sheet fonts (the right choice for pixel art — glyphs are already pixels and size scales them by whole numbers) and TrueType .ttf/.otf files, rendered without antialiasing unless you ask for it.
Fonts are discovered in ~/.aseprite-mcp/fonts: a bitmap font is a directory containing font.json plus its sheet PNGs; a TrueType font is just the font file. Installed system fonts are listed too. font also accepts a direct path.
Tool | Description |
| List the bitmap and TrueType fonts available to |
| Width, height, advance and baseline extents — size a panel or centre a label without redrawing to find out |
| Draw text with anchors, faux bold, outline, drop shadow and letter spacing |
Call measure_text first when the layout depends on the text: it returns the same metrics draw_text will use, so a label can be centred or a plate sized in one pass.
measure_text(text="MODERATOR", font="minecraft", size=2, bold=1)
-> width=115 height=15 advance_width=117 above_baseline=14 below_baseline=1 left_bearing=0
draw_text(filename="badge.aseprite", text="MODERATOR", x=64, y=17,
font="minecraft", size=2, anchor="baseline", bold=1,
color="#FFFFFF", shadow_color="#14237A")Anchors are topleft/top/topright, left/center/right, bottomleft/bottom/bottomright, plus baselineleft/baseline/baselineright for pinning several labels to one baseline. Outline and shadow grow the stamp but never move the glyphs.
font.json
{
"name": "my-font",
"letter_gap": 1,
"space_width": 3,
"sheets": [{
"file": "sheet.png",
"cell_w": 8, "cell_h": 8,
"ascent": 7,
"chars": [" !\"#$%&'()*+,-./", "0123456789:;<=>?"]
}],
"overrides": {
"86": {"ascent": 7, "rows": ["#...#", "#...#", ".#.#.", "..#.."]}
}
}Each sheet carries its own ascent, so sheets with different cell sizes still share a baseline — that is how a compact ASCII sheet and a taller accented sheet combine into one run. origin shifts the cell grid when the sheet has a margin, ink_rule: "dark" reads sheets that use an opaque white background to delimit variable-width glyph boxes, and advance: "box" takes the advance from the box rather than the ink. overrides replaces individual glyphs with hand-drawn rows, which is useful when a sheet ships a glyph that is off-centre or too tall to sit on the line.
Layers
Tool | Description |
| Delete a layer by name |
| Rename a layer |
| Duplicate a layer with all cels, opacity, and blend mode, optionally into a group |
| Move a layer to a position in the stack |
| Set blend mode (multiply, screen, overlay, ... 19 modes) |
| Merge a layer into the one below it |
| Flatten all layers into one |
Selection & Regions
Tool | Description |
| Cut a rectangle of pixels and paste it elsewhere |
| Copy a rectangle to another position, layer, or frame |
| Make a rectangle transparent |
| Magic-eraser: make all pixels of a color transparent (with tolerance) |
Effects
The pixel-art toolbox: clean outlines, palette-respecting blends, and shading variants.
Tool | Description |
| Add a 1px outline around all opaque pixels, or only around the shapes in a region |
| Replace one color with another (with tolerance), preserving alpha |
| Shift hue/saturation/lightness of a cel — palette swaps, night scenes, shadows |
| Two-color gradient using Bayer 4×4 ordered dithering |
| Uniform dithered mix of two colors at a given density |
Native filters run Aseprite's own engine commands on a layer and frame:
Tool | Description |
| Aseprite's Outline command around opaque pixels |
| Aseprite's Hue/Saturation/Lightness filter |
| Brightness/Contrast filter |
| Colour inversion |
| Convolution filter: blur, sharpen, edge, emboss … |
| List the built-in matrices for |
| Build an optimal palette from the sprite (native colour quantization) |
Animation
Tool | Description |
| Append N frames with optional duration |
| Delete a frame |
| Set every frame's duration |
| Duplicate a frame range N times |
| Copy all cels of a frame to other frames |
| Cel lifecycle on a layer/frame |
| Copy selected layers' cels across a frame range |
| Place a cel at x,y |
| Set a single cel's opacity |
| Shift cels by a delta across frames |
| Linear position tween across frames |
| Position tween with easing (ease_in/out, smoothstep) |
| Opacity tween with easing |
| Scale tween with easing and anchor |
| Sine-wave motion (bobbing, breathing, hovering) |
| Animation tags with direction (forward/reverse/pingpong) |
| Layer-level visibility and opacity |
| Configure onion-skin UI prefs (see |
| Sprite metadata: size, layers, frames, durations, tags |
Palette
Tool | Description |
| Read the palette as hex colors |
| Set the palette from a list of hex colors |
| List built-in retro palettes |
| Apply a preset: |
| Build a dark→light shading ramp with hue shifting from a base color |
| Snap every pixel to the nearest palette color |
| Remap specific colors across a frame range |
| Convert between RGB, grayscale, and indexed |
Transform
Tool | Description |
| Flip a cel horizontally or vertically |
| Rotate a cel 90/180/270° |
| Scale the sprite to new dimensions |
| Crop to a rectangle |
Slices
Tool | Description |
| Create a named rectangular region |
| Set the 9-patch stretchable center |
| Set the pivot point |
| List all slices with bounds, centers, pivots as JSON |
| Delete a slice |
Tilemap
Tool | Description |
| Add a tilemap layer with its own tileset and tile grid |
| Paint pixels into a tileset tile (auto-appends new tiles) |
| Place tiles on the map by grid position |
| Read which tile occupies a grid cell |
| Tile size, tile count, and map dimensions as JSON |
Export & Import
Tool | Description |
| Export to PNG, GIF, JPG, ... |
| Export one frame as PNG with integer upscaling (to look at your work, use |
| Sprite sheet (horizontal/vertical/rows/columns/packed) with optional JSON metadata and per-tag filtering |
| One PNG per layer |
| Export an animation tag as GIF or PNG sequence |
| GIF or PNG sequence of every frame or one tag, scaled, optionally on a solid background — the sprite itself is never changed |
| Import a PNG into a layer (references, premade parts) |
| Duplicate the .aseprite file |
Inspection
Tool | Description |
| Read one pixel's RGBA |
| Read a rectangle of pixels as JSON |
| Read what is visible (all layers composited) at a pixel or over a rectangle |
| Read a region as rows of characters plus a legend — the compact format |
| Sprite metadata (also listed under Animation) |
Analysis & Visual Feedback
Batch-mode equivalents of what a human artist gets from the Aseprite UI.
Tool | Description |
| Return an image of the frames straight to the model — zoomed, with pixel grid and coordinate rulers so it can fix exact pixels |
| Render a frame over translucent ghosts of neighboring frames — check motion continuity without opening Aseprite |
| Diff two frames, optionally one layer or region (did the feet move?): changed pixel count, percentage, bounding box |
| Bounding box of the drawn pixels per frame, optionally one layer — measure rise and fall, ground line, canvas edges |
| Detached pieces, lone pixels and orphan pixels, with coordinates |
| Color histogram of a frame — catches palette drift and near-duplicate colors |
view_sprite is the drawing loop's eyes: it returns the picture as MCP image content, so the model sees its work without exporting a file and opening it, and works in clients that cannot read local files. Pick frames with "3", "1-4" or "1,3,6-8", layer_name to isolate one layer, and region="x,y,w,h" to zoom into a detail with rulers still in sprite coordinates.
Quality
Tool | Description |
| Create missing cels for layers across a frame range |
| Report missing layers/cels as JSON |
| Audit frames for overlaps and out-of-range layer activity |
| Normalize layer order, coverage, and overlaps |
Scene
Tool | Description |
| Copy layers by name from one .aseprite file to another |
Preview & Guide
Tool | Description |
| Serve exported files over local HTTP |
| How to animate well: key poses, anticipation, squash and stretch, timing ( |
The server also sends short pixel-art rules as MCP instructions when a client connects (silhouette first, one light direction, clean lines, check each pass), so the model gets them without calling anything.
Scripting
Tool | Description |
| Execute arbitrary Aseprite Lua (API docs) in batch mode. The last resort, for what no dedicated tool covers: one script can batch many operations into a single Aseprite launch. Remember to |
Recommended Workflow for LLMs
Plan the palette first:
generate_color_rampfor each material (skin, armor, blade), orapply_palette_presetfor a retro look.Build in layers: background / body / equipment / effects, so parts can be animated and edited independently.
Draw coarse to fine: silhouette with
draw_rectangle_at/draw_ellipse_at/fill_area_at, then refine withdraw_rows.Look at your work:
view_spriteafter every pass (regionto zoom in), fix, repeat. Useget_color_statsto keep the palette tight andlint_spriteto catch stray and detached pixels.Shade with intent:
adjust_hslfor shadow layers,apply_dither_gradientfor blends,outline_celfor readability.Animate with the cel tools:
propagate_cels, thentween_cel_positions_eased/oscillate_cel_positions; verify withview_sprite,compare_framesandget_bounds; export withexport_animationorexport_tag.
Docker Usage
Quick Start
Build and run the Docker image:
docker build -t aseprite-mcp:latest .
docker run -it --rm aseprite-mcp:latestOr use the provided build scripts:
Linux/macOS:
chmod +x build-docker.sh && ./build-docker.shWindows:
.\build-docker.ps1
Using Docker Compose
# Production
docker-compose up aseprite-mcp
# Development mode
docker-compose --profile dev up aseprite-mcp-devSee DOCKER.md for detailed Docker setup instructions.
Optional: Install Aseprite via Steam
To have the container install Aseprite via SteamCMD at startup, provide Steam credentials:
# Create a .env with STEAM_USERNAME/STEAM_PASSWORD (and optional STEAM_GUARD_CODE)
# Then
docker run --rm -i --env-file .env aseprite-mcp:latestIf installed, the binary will be at /opt/steamapps/common/Aseprite/aseprite and ASEPRITE_PATH will be picked up automatically.
Local Installation
Prerequisites
Python 3.13+
uvpackage managerAseprite (set
ASEPRITE_PATHin.envif it is not on your PATH)
An Aseprite run that takes longer than 60 seconds is stopped and reported as an error. Set ASEPRITE_TIMEOUT_SECONDS in .env to change that limit.
Installation:
{
"mcpServers": {
"aseprite": {
"command": "/opt/homebrew/bin/uv",
"args": [
"--directory",
"/path/to/repo",
"run",
"-m",
"aseprite_mcp"
]
}
}
}Available Tools
59 toolsadd_frameC
Add a new frame to the Aseprite file.
Args: filename: Name of the Aseprite file to modify
Inputs: filename (required).
add_framesA
Add multiple frames to a sprite and optionally set their duration.
Args: filename: Name of the Aseprite file to modify count: Number of frames to add duration_ms: Optional duration for each new frame in milliseconds
Inputs: filename (required), count (required), duration_ms.
add_layerC
Add a new layer to the Aseprite file.
Args: filename: Name of the Aseprite file to modify layer_name: Name of the new layer
Inputs: filename (required), layer_name (required).
animation_sanitizeC
Normalize animation consistency and optionally apply fixes.
layer_frame_ranges format: ["layer:1-8,17-24", "clouds:1-12"] out_of_range_action: "set_opacity_zero", "delete_cels", "none" ignore_full_canvas_overlaps: skip overlap checks when a cel is full canvas Returns JSON for AI consumption (summary, layer_stats, alerts, overlaps).
Inputs: filename (required), start_frame, end_frame, layer_names, +11 more.
animation_workflow_guideB
Return a concise English guide for optimized animation workflows.
Inputs: use_case.
apply_gradient_rectC
Apply a linear gradient fill to a rectangle.
Inputs: filename (required), layer_name (required), frame_index (required), x (required), +7 more.
audit_animationB
Audit animation frames for overlaps and out-of-range layer activity.
overlap_pairs format: ["layerA,layerB", "layerC:layerD"] layer_frame_ranges format: ["layer:1-8,17-24", "clouds:1-12"] Returns JSON for AI consumption (summary, overlaps, out_of_range, optional cels).
Inputs: filename (required), start_frame, end_frame, layer_names, +6 more.
clear_celC
Delete a cel on a layer/frame.
Inputs: filename (required), layer_name (required), frame_index (required).
copy_celC
Copy a cel from one frame to another.
Inputs: filename (required), layer_name (required), source_frame (required), target_frame (required), +1 more.
copy_frameC
Copy all cels from a source frame to a target frame (or append).
Inputs: filename (required), source_frame (required), target_frame, overwrite.
copy_layers_between_spritesB
Copy layers by name from a source sprite to a target sprite.
Args: source_filename: Source .aseprite file target_filename: Target .aseprite file layer_names: List of layer names to copy replace: Overwrite existing cels in target layers create_missing_frames: Add frames to target if needed
Inputs: source_filename (required), target_filename (required), layer_names (required), replace, +1 more.
copy_spriteC
Copy a sprite to a new Aseprite file.
Args: filename: Name of the Aseprite file to copy output_filename: Name of the output .aseprite file overwrite: Whether to overwrite if output exists
Inputs: filename (required), output_filename (required), overwrite.
create_canvasA
Create a new Aseprite canvas with specified dimensions.
Args: width: Width of the canvas in pixels height: Height of the canvas in pixels filename: Name of the output file (default: canvas.aseprite)
Inputs: width (required), height (required), filename.
create_celC
Create an empty cel on a layer/frame.
Args: filename: Name of the Aseprite file to modify layer_name: Layer name to target frame_index: Frame index starting at 1 x: X position in pixels y: Y position in pixels
Inputs: filename (required), layer_name (required), frame_index (required), x, +1 more.
crop_canvasA
Crop the canvas to the given rectangle, discarding content outside it.
Args: filename: Aseprite file to modify x: Left edge of the crop area y: Top edge of the crop area width: Width of the crop area height: Height of the crop area
Inputs: filename (required), x (required), y (required), width (required), +1 more.
draw_circleB
Draw a circle on the canvas.
Args: filename: Name of the Aseprite file to modify center_x: X coordinate of circle center center_y: Y coordinate of circle center radius: Radius of the circle in pixels color: Hex color code (default: "#000000") fill: Whether to fill the circle (default: False)
Inputs: filename (required), center_x (required), center_y (required), radius (required), +2 more.
draw_circle_atC
Draw a circle on a specific layer/frame.
Inputs: filename (required), layer_name (required), frame_index (required), center_x (required), +5 more.
draw_lineB
Draw a line on the canvas.
Args: filename: Name of the Aseprite file to modify x1: Starting x coordinate y1: Starting y coordinate x2: Ending x coordinate y2: Ending y coordinate color: Hex color code (default: "#000000") thickness: Line thickness in pixels (default: 1)
Inputs: filename (required), x1 (required), y1 (required), x2 (required), +3 more.
draw_line_atB
Draw a line on a specific layer/frame.
Inputs: filename (required), layer_name (required), frame_index (required), x1 (required), +6 more.
draw_pathC
Draw a path using a polyline on a specific layer/frame.
Inputs: filename (required), layer_name (required), frame_index (required), points (required), +3 more.
draw_pixelsA
Draw pixels on the canvas with specified colors.
Args: filename: Name of the Aseprite file to modify pixels: List of pixel data, each containing: {"x": int, "y": int, "color": str} where color is a hex code like "#FF0000"
Inputs: filename (required), pixels (required).
draw_pixels_atC
Draw pixels on a specific layer/frame.
Args: filename: Name of the Aseprite file to modify layer_name: Layer name to target frame_index: Frame index starting at 1 pixels: List of pixel data with x/y/color create_if_missing: Create cel if it does not exist
Inputs: filename (required), layer_name (required), frame_index (required), pixels (required), +1 more.
draw_polygonC
Draw a polygon on a specific layer/frame.
Inputs: filename (required), layer_name (required), frame_index (required), points (required), +3 more.
draw_rectangleB
Draw a rectangle on the canvas.
Args: filename: Name of the Aseprite file to modify x: Top-left x coordinate y: Top-left y coordinate width: Width of the rectangle in pixels (must be > 0) height: Height of the rectangle in pixels (must be > 0) color: Hex color code (default: "#000000") fill: Whether to fill the rectangle (default: False)
Inputs: filename (required), x (required), y (required), width (required), +3 more.
draw_rectangle_atC
Draw a rectangle on a specific layer/frame.
Inputs: filename (required), layer_name (required), frame_index (required), x (required), +6 more.
duplicate_frame_rangeA
Duplicate a frame range and append copies to the end.
Args: filename: Name of the Aseprite file to modify start_frame: Starting frame index (1-based) end_frame: Ending frame index (1-based, inclusive) times: Number of times to append the range (default: 1)
Inputs: filename (required), start_frame (required), end_frame (required), times.
ensure_layers_presentC
Ensure cels exist for layers across a frame range.
Inputs: filename (required), layer_names (required), start_frame, end_frame.
export_spriteA
Export the Aseprite file to another format.
Args: filename: Name of the Aseprite file to export output_filename: Name of the output file format: Output format (default: "png", can be "png", "gif", "jpg", etc.)
Inputs: filename (required), output_filename (required), format.
fill_areaB
Fill an area with color using the paint bucket tool.
Args: filename: Name of the Aseprite file to modify x: X coordinate to fill from y: Y coordinate to fill from color: Hex color code (default: "#000000")
Inputs: filename (required), x (required), y (required), color.
fill_area_atC
Fill an area on a specific layer/frame.
Inputs: filename (required), layer_name (required), frame_index (required), x (required), +3 more.
flip_layerB
Flip a layer's image horizontally or vertically.
Args: filename: Aseprite file to modify layer_name: Layer name to flip frame_index: Frame index starting at 1 direction: "horizontal" or "vertical"
Inputs: filename (required), layer_name (required), frame_index (required), direction.
get_paletteC
Get the active sprite palette as a JSON array of hex colors.
Inputs: filename (required).
get_pixel_colorA
Read the RGBA color of a single pixel.
Args: filename: Aseprite file to read x: X coordinate y: Y coordinate layer_name: Layer to read from (uses active layer when empty) frame_index: Frame index starting at 1
Inputs: filename (required), x (required), y (required), layer_name, +1 more.
get_pixels_rectA
Read all pixel colors in a rectangular region.
Args: filename: Aseprite file to read x: Top-left x coordinate y: Top-left y coordinate width: Width of the region height: Height of the region layer_name: Layer to read from (uses active layer when empty) frame_index: Frame index starting at 1
Returns: JSON array of {x, y, hex, r, g, b, a} objects
Inputs: filename (required), x (required), y (required), width (required), +3 more.
get_sprite_infoB
Return sprite info as JSON string (size, frame count, layers).
Args: filename: Name of the Aseprite file to inspect
Inputs: filename (required).
offset_cel_positionsA
Offset cel positions by a delta across a frame range.
Args: filename: Name of the Aseprite file to modify layer_name: Layer name to target start_frame: Starting frame index (1-based) end_frame: Ending frame index (1-based, inclusive) dx: X delta in pixels dy: Y delta in pixels
Inputs: filename (required), layer_name (required), start_frame (required), end_frame (required), +2 more.
oscillate_cel_positionsC
Oscillate cel positions across a frame range using a sine wave.
Inputs: filename (required), layer_name (required), start_frame (required), end_frame (required), +6 more.
propagate_celsB
Copy cels from a source frame to a range of frames for specific layers.
Args: filename: Name of the Aseprite file to modify layer_names: List of layer names to copy source_frame: Frame index to copy from (1-based) start_frame: Start frame index (1-based) end_frame: End frame index (1-based, inclusive) replace: Whether to overwrite existing cels (default: True)
Inputs: filename (required), layer_names (required), source_frame (required), start_frame (required), +2 more.
propagate_frame_to_rangeA
Copy all layers from a source frame to a range of frames.
Args: filename: Name of the Aseprite file to modify source_frame: Frame index to copy from (1-based) start_frame: Start frame index (1-based) end_frame: End frame index (1-based, inclusive) overwrite: Whether to overwrite existing cels (default: True)
Inputs: filename (required), source_frame (required), start_frame (required), end_frame (required), +1 more.
remap_colors_in_cel_rangeC
Remap colors in a layer across a frame range using explicit mappings.
Inputs: filename (required), layer_name (required), start_frame (required), end_frame (required), +3 more.
resize_canvasA
Scale the canvas and all its content to new dimensions.
Args: filename: Aseprite file to modify width: New canvas width in pixels height: New canvas height in pixels
Inputs: filename (required), width (required), height (required).
rotate_layerA
Rotate a layer's image 90, 180, or 270 degrees clockwise.
Args: filename: Aseprite file to modify layer_name: Layer name to rotate frame_index: Frame index starting at 1 angle: Rotation angle: 90, 180, or 270 (clockwise)
Inputs: filename (required), layer_name (required), frame_index (required), angle.
set_cel_positionB
Set a cel's position in a specific layer and frame.
Args: filename: Name of the Aseprite file to modify layer_name: Layer name to target frame_index: Frame index starting at 1 x: X position in pixels y: Y position in pixels create_if_missing: Create the cel if it does not exist source_frame_index: Optional frame to copy the cel image from
Inputs: filename (required), layer_name (required), frame_index (required), x (required), +3 more.
set_frameB
Set the active frame by index (1-based).
Args: filename: Name of the Aseprite file to modify frame_index: Frame index starting at 1
Inputs: filename (required), frame_index (required).
set_frame_durationA
Set the duration of a frame in milliseconds.
Args: filename: Name of the Aseprite file to modify frame_index: Frame index starting at 1 duration_ms: Duration in milliseconds
Inputs: filename (required), frame_index (required), duration_ms (required).
set_frame_duration_allA
Set the duration of all frames in milliseconds.
Args: filename: Name of the Aseprite file to modify duration_ms: Duration in milliseconds
Inputs: filename (required), duration_ms (required).
set_layerA
Set the active layer by name.
Args: filename: Name of the Aseprite file to modify layer_name: Layer name to activate create_if_missing: Create layer if it does not exist
Inputs: filename (required), layer_name (required), create_if_missing.
set_layer_opacityB
Set layer opacity by name (0-255).
Args: filename: Name of the Aseprite file to modify layer_name: Layer name to target opacity: Opacity value 0-255
Inputs: filename (required), layer_name (required), opacity (required).
set_layer_visibilityC
Set layer visibility by name.
Args: filename: Name of the Aseprite file to modify layer_name: Layer name to target visible: Whether the layer should be visible
Inputs: filename (required), layer_name (required), visible.
set_onion_skinC
Configure onion skin settings for Aseprite.
Inputs: filename (required), enabled, before, after, +1 more.
set_paletteC
Set the active sprite palette using a list of hex colors.
Inputs: filename (required), colors (required).
set_tagC
Create or update an animation tag on the sprite.
Inputs: filename (required), name (required), from_frame (required), to_frame (required), +1 more.
start_preview_serverB
Start a simple HTTP server to preview exported sprites.
Args: directory: Directory to serve port: Port to bind (default 8000)
Inputs: directory (required), port.
stop_preview_serverA
Stop the preview HTTP server for a given port.
Args: port: Port to stop (default 8000)
Inputs: port.
tween_cel_opacity_easedC
Tween cel opacity with easing across a frame range.
Inputs: filename (required), layer_name (required), start_frame (required), end_frame (required), +5 more.
tween_cel_positionsB
Tween cel positions linearly across a frame range.
Args: filename: Name of the Aseprite file to modify layer_name: Layer name to target start_frame: Starting frame index (1-based) end_frame: Ending frame index (1-based, inclusive) start_x: Starting X position in pixels start_y: Starting Y position in pixels end_x: Ending X position in pixels end_y: Ending Y position in pixels create_missing_cels: Create missing cels during tween source_frame_index: Optional frame to copy the cel image from
Inputs: filename (required), layer_name (required), start_frame (required), end_frame (required), +6 more.
tween_cel_positions_easedB
Tween cel positions with easing across a frame range.
Inputs: filename (required), layer_name (required), start_frame (required), end_frame (required), +7 more.
tween_cel_scale_easedC
Tween cel scale with easing across a frame range.
Inputs: filename (required), layer_name (required), start_frame (required), end_frame (required), +7 more.
validate_sceneC
Validate presence of layers and cels across a frame range.
Returns JSON with missing layers and missing cels.
Inputs: filename (required), required_layers (required), start_frame, end_frame.
Tool Schema Changelog
Recent tool additions, removals, and schema changes observed during successful MCP inspections.
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TDQS
Scored across 59 tools
Many tools have overlapping purposes, e.g., draw_circle vs draw_circle_at, propogate_cels vs propogate_frame_to_range, and multiple animation audit/sanitize tools. The '_at' and 'eased' variants add confusion without clear distinct use cases.
Most tools follow verb_noun pattern, but there are exceptions like 'animation_workflow_guide' (noun_noun) and mixing of 'at' and 'eased' suffixes. Overall pattern is readable but not fully consistent.
59 tools is excessive for an MCP server; it suggests insufficient scoping and many niche operations. The count makes it hard for agents to navigate and select appropriately.
Obvious gaps exist: no delete layer or delete frame tools, no layer ordering or merging, and limited color manipulation beyond pixel drawing. The surface misses basic CRUD operations for layers and frames.
Maintenance
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