Skip to main content
Glama
Aseprite MCP
by diivi

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

Aseprite Live – Watch an AI agent draw pixel art in Aseprite, live, in your browser

Tool Categories

Category

Tools

Description

Canvas

7

Create sprites, manage layers/frames, set the active state

Drawing

16

Pixels, text rows, lines, rectangles, circles, ellipses, polygons, paths, fills, gradients, isometric boxes

Text

3

Draw and measure text with bitmap sprite-sheet or TrueType fonts

Layers

7

Delete, rename, duplicate, reorder, blend modes, merge, flatten

Selection & Regions

4

Move, copy, and erase rectangular regions or colors

Effects

12

Outlines, color replacement, HSL adjustment, ordered dithering, native Aseprite filters

Animation

24

Frames, cels, tags, tweening with easing, propagation

Palette

8

Get/set palettes, retro presets, color ramps, quantization, color modes

Transform

4

Flip, rotate, resize, crop

Slices

5

Named regions, 9-patch centers, pivot points

Tilemap

5

Tilemap layers, tileset editing, tile placement

Export & Import

8

PNG, GIF, sprite sheets, per-layer/per-tag export, previews on a background, image import

Inspection

6

Read pixels (one layer, the visible composite, or as text rows) and sprite metadata

Analysis & Visual Feedback

6

Sprite previews the model can see, onion-skin renders, frame diffing, bounds, lint, color statistics

Quality

4

Validate and sanitize animation consistency

Scene

1

Copy layers between sprite files

Preview & Guide

3

Local HTTP preview server, workflow guide

Scripting

1

Raw Lua escape hatch for anything not covered above

Canvas

Tool

Description

create_canvas

Create a new sprite with the given dimensions

add_layer

Add a new layer, optionally inside a named group

add_group

Add a new (optionally nested) group layer

add_frame

Append a new frame

set_frame

Set the active frame

set_frame_duration

Set one frame's duration in ms

set_layer

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

draw_pixels

Plot individual pixels with per-pixel colors

draw_pixels_at

Plot pixels on a specific layer/frame

draw_line / draw_line_at

Lines with thickness

draw_rectangle / draw_rectangle_at

Outlined or filled rectangles

draw_circle / draw_circle_at

Outlined or filled circles

draw_ellipse_at

Outlined or filled ellipses with separate x/y radii

draw_polygon

Outlined or filled polygons from a point list

draw_path

Polyline through a point list with thickness

fill_area / fill_area_at

Paint-bucket flood fill

apply_gradient_rect

Smooth linear gradient fill in a rectangle

draw_rows

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)

draw_iso_box

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_text_fonts

List the bitmap and TrueType fonts available to draw_text

measure_text

Width, height, advance and baseline extents — size a panel or centre a label without redrawing to find out

draw_text

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_layer

Delete a layer by name

rename_layer

Rename a layer

duplicate_layer

Duplicate a layer with all cels, opacity, and blend mode, optionally into a group

reorder_layer

Move a layer to a position in the stack

set_layer_blend_mode

Set blend mode (multiply, screen, overlay, ... 19 modes)

merge_layer_down

Merge a layer into the one below it

flatten_sprite

Flatten all layers into one

Selection & Regions

Tool

Description

move_region

Cut a rectangle of pixels and paste it elsewhere

copy_region

Copy a rectangle to another position, layer, or frame

erase_region

Make a rectangle transparent

erase_color

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

outline_cel

Add a 1px outline around all opaque pixels, or only around the shapes in a region

replace_color

Replace one color with another (with tolerance), preserving alpha

adjust_hsl

Shift hue/saturation/lightness of a cel — palette swaps, night scenes, shadows

apply_dither_gradient

Two-color gradient using Bayer 4×4 ordered dithering

apply_dither_pattern

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

outline_native

Aseprite's Outline command around opaque pixels

adjust_hsl_native

Aseprite's Hue/Saturation/Lightness filter

adjust_brightness_contrast

Brightness/Contrast filter

invert_colors

Colour inversion

apply_convolution

Convolution filter: blur, sharpen, edge, emboss …

list_convolution_matrices

List the built-in matrices for apply_convolution

extract_palette

Build an optimal palette from the sprite (native colour quantization)

Animation

Tool

Description

add_frames

Append N frames with optional duration

delete_frame

Delete a frame

set_frame_duration_all

Set every frame's duration

duplicate_frame_range

Duplicate a frame range N times

copy_frame / propagate_frame_to_range

Copy all cels of a frame to other frames

create_cel / clear_cel / copy_cel

Cel lifecycle on a layer/frame

propagate_cels

Copy selected layers' cels across a frame range

set_cel_position

Place a cel at x,y

set_cel_opacity

Set a single cel's opacity

offset_cel_positions

Shift cels by a delta across frames

tween_cel_positions

Linear position tween across frames

tween_cel_positions_eased

Position tween with easing (ease_in/out, smoothstep)

tween_cel_opacity_eased

Opacity tween with easing

tween_cel_scale_eased

Scale tween with easing and anchor

oscillate_cel_positions

Sine-wave motion (bobbing, breathing, hovering)

set_tag / delete_tag

Animation tags with direction (forward/reverse/pingpong)

set_layer_visibility / set_layer_opacity

Layer-level visibility and opacity

set_onion_skin

Configure onion-skin UI prefs (see render_onion_skin for batch use)

get_sprite_info

Sprite metadata: size, layers, frames, durations, tags

Palette

Tool

Description

get_palette

Read the palette as hex colors

set_palette

Set the palette from a list of hex colors

list_palette_presets

List built-in retro palettes

apply_palette_preset

Apply a preset: gameboy, pico8, c64, cga, dawnbringer16, dawnbringer32, grayscale_4, monochrome

generate_color_ramp

Build a dark→light shading ramp with hue shifting from a base color

quantize_to_palette

Snap every pixel to the nearest palette color

remap_colors_in_cel_range

Remap specific colors across a frame range

set_color_mode

Convert between RGB, grayscale, and indexed

Transform

Tool

Description

flip_layer

Flip a cel horizontally or vertically

rotate_layer

Rotate a cel 90/180/270°

resize_canvas

Scale the sprite to new dimensions

crop_canvas

Crop to a rectangle

Slices

Tool

Description

create_slice

Create a named rectangular region

set_slice_center

Set the 9-patch stretchable center

set_slice_pivot

Set the pivot point

list_slices

List all slices with bounds, centers, pivots as JSON

delete_slice

Delete a slice

Tilemap

Tool

Description

create_tilemap_layer

Add a tilemap layer with its own tileset and tile grid

draw_on_tile

Paint pixels into a tileset tile (auto-appends new tiles)

set_tiles

Place tiles on the map by grid position

get_tile_at

Read which tile occupies a grid cell

get_tilemap_info

Tile size, tile count, and map dimensions as JSON

Export & Import

Tool

Description

export_sprite

Export to PNG, GIF, JPG, ...

export_frame

Export one frame as PNG with integer upscaling (to look at your work, use view_sprite)

export_spritesheet

Sprite sheet (horizontal/vertical/rows/columns/packed) with optional JSON metadata and per-tag filtering

export_layers

One PNG per layer

export_tag

Export an animation tag as GIF or PNG sequence

export_animation

GIF or PNG sequence of every frame or one tag, scaled, optionally on a solid background — the sprite itself is never changed

import_image_as_layer

Import a PNG into a layer (references, premade parts)

copy_sprite

Duplicate the .aseprite file

Inspection

Tool

Description

get_pixel_color

Read one pixel's RGBA

get_pixels_rect

Read a rectangle of pixels as JSON

get_composite_pixel / get_composite_rect

Read what is visible (all layers composited) at a pixel or over a rectangle

read_rows

Read a region as rows of characters plus a legend — the compact format draw_rows takes back

get_sprite_info

Sprite metadata (also listed under Animation)

Analysis & Visual Feedback

Batch-mode equivalents of what a human artist gets from the Aseprite UI.

Tool

Description

view_sprite

Return an image of the frames straight to the model — zoomed, with pixel grid and coordinate rulers so it can fix exact pixels

render_onion_skin

Render a frame over translucent ghosts of neighboring frames — check motion continuity without opening Aseprite

compare_frames

Diff two frames, optionally one layer or region (did the feet move?): changed pixel count, percentage, bounding box

get_bounds

Bounding box of the drawn pixels per frame, optionally one layer — measure rise and fall, ground line, canvas edges

lint_sprite

Detached pieces, lone pixels and orphan pixels, with coordinates

get_color_stats

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

ensure_layers_present

Create missing cels for layers across a frame range

validate_scene

Report missing layers/cels as JSON

audit_animation

Audit frames for overlaps and out-of-range layer activity

animation_sanitize

Normalize layer order, coverage, and overlaps

Scene

Tool

Description

copy_layers_between_sprites

Copy layers by name from one .aseprite file to another

Preview & Guide

Tool

Description

start_preview_server / stop_preview_server

Serve exported files over local HTTP

animation_workflow_guide

How to animate well: key poses, anticipation, squash and stretch, timing (character, idle, environment)

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

run_lua_script

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 spr:saveAs(spr.filename) and print() your results. ⚠️ Runs unrestricted code on the host — only pass scripts you trust.

  1. Plan the palette first: generate_color_ramp for each material (skin, armor, blade), or apply_palette_preset for a retro look.

  2. Build in layers: background / body / equipment / effects, so parts can be animated and edited independently.

  3. Draw coarse to fine: silhouette with draw_rectangle_at / draw_ellipse_at / fill_area_at, then refine with draw_rows.

  4. Look at your work: view_sprite after every pass (region to zoom in), fix, repeat. Use get_color_stats to keep the palette tight and lint_sprite to catch stray and detached pixels.

  5. Shade with intent: adjust_hsl for shadow layers, apply_dither_gradient for blends, outline_cel for readability.

  6. Animate with the cel tools: propagate_cels, then tween_cel_positions_eased / oscillate_cel_positions; verify with view_sprite, compare_frames and get_bounds; export with export_animation or export_tag.

Docker Usage

Quick Start

Build and run the Docker image:

docker build -t aseprite-mcp:latest .
docker run -it --rm aseprite-mcp:latest

Or use the provided build scripts:

  • Linux/macOS: chmod +x build-docker.sh && ./build-docker.sh

  • Windows: .\build-docker.ps1

Using Docker Compose

# Production
docker-compose up aseprite-mcp

# Development mode
docker-compose --profile dev up aseprite-mcp-dev

See 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:latest

If 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+

  • uv package manager

  • Aseprite (set ASEPRITE_PATH in .env if 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 tools
add_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.

Loading tool schema changelog…

    TDQS

    C2.6/5.0

    Scored across 59 tools

    Disambiguation2/5

    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.

    Naming Consistency3/5

    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.

    Tool Count2/5

    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.

    Completeness2/5

    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

    ActivityMaintained
    ResponsivenessMixed handling

    Related MCP Connectors

    Related MCP Servers

    • A
      license
      C
      quality
      D
      maintenance
      Enables AI assistants to automate Aseprite tasks such as sprite sheet export, frame extraction, and Lua scripting for sprite manipulation.
      21
      35 npm
      1
      MIT
    • A
      license
      Not graded
      quality
      D
      maintenance
      Enables AI assistants to drive Aseprite for pixel-art creation, including sprite setup, grid-based drawing, layer/frame/tag management, reference image import, and export, with rendered previews after every mutation.
      MIT
    • A
      license
      B
      quality
      C
      maintenance
      Enables AI assistants to create and edit pixel art and animated sprites in Aseprite through 104 tools covering drawing, layers, animation, palettes, tilemaps, exports, visual analysis, and raw Lua scripting.
      116
      MIT