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Hello @FireyJoss. Yeah, this behaviour is by design. The reason for this is that the Aseprite file should be the source of truth. Things can get quite messy when keeping half of things set in the source file and half edited directly in the resource. I believe as a matter of good practice you should aim to have the Aseprite file as the source of truth and not rely on manual changes. If you need any manual changes that cannot be set via the aseprite file, let me know that it might be a missing feature. Having said that, if you wish to implement this in your local code, there are a few things that need to be changed:
Let me know if this answer your question. Cheers |
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Hey I am new to godot-aseprite-wizard. I imported some animations with the wizard which works fine, then I changed something small in the animation like e.g. setting the animation to not loop. When I now change something in aseprite and import the animation again all the changes I made in godot are overwritten. I understand why this is the case however it would be practical if the changes made in godot could be taken over when reimporting. Is there a way to do this?
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