Hey , its a great piece of software and a pretty exciting one, i work on game sprites on pixel level and bone animations since like 8 years, spine,spriter, dragonbonees ,blender you name it.. and obviously aseprite thats amazing, i have some suggestsions that would speed up the work...
- make keyframe automatically on frame 0 from get go, dont leave it empty cause its cumbersome to create keyframes for stuff , most soft are autokey, so just be careful what you move and thats it - speeds up work a lot. Also autokefuraming for mesh,translate,rotate when you change them, so you dont even have to touch the key button that creates keframes.You can make it optionable in settings but id prefere this on default mode.
- when we grab child bone and hold shift , its nice to have parent bone follow child bone , auto IK helps immensely when animating.
-ability to swap images of for example the hand to open palm, fist, pointing ifnger etc very easily and auto keyframe it on timeline ( like howing selection of all hand images to choose from with a shortcut or right mouse button when we click on hand bodypart during animation process ?
- bones only rotate ? Id like to be able to squash and stretch so maybe add scale x,y ? or a place on bone so we can click on it to enable scaling + also a way to scale without aspect ratio preservation and with preservation.( so we can make things thinne/fatter with bones)
- a pixel paint layer ? that would be something, so we can touch up stuff by painting over ? Like a regular aseprite layer or something and simple painting tools...
- shortcut cheat sheet with all shortcuts onscreen at once ?
-easy one click way to reset layer shader to default
- automatic z order on import !!! this is a big one, why dont you jut automate it so when we import images their z order is not 0 on all of them but already set to whatever image was first or last...
Most of my time wasting issues are that things are set to 0 by default instead of saving time and giving them actual values/settings which is how other animation software work , you import everthing on frame 0 and this frame is already keyframed automatically.
- You ever though if it would be possible to do lke a vector paint layer where you would draw like you normally do pixel art but when you do one pixel bent line as a smile and when you rotate it then the line would be perfectly preserving one pixel width no matter how you rotate it ? especially the lines inside of the sprite like mouth or eyes, currently when we rotate we get jaggies inside ( inline can fix nicely outlines so thats covered ), some kind of way to combat that would be great,,
Maybe extra layer that would use the code for the inline by copying stuff thats underneath and detecting lines and colors ? Not sure how your inline thing works but I think that would be groundbreaking if a software would take care of the chosen lines , sometimes i use antialiasing and then do indexation so it would work but that might not be desireable by all people, still antialias is a nice option IMO if we would want it , i think current display is aliased and its simple near neighbour scaling , sometimes i do want alias and sometimes i dont, a switch for that would be nice.
-Maybe inline per bodypart/image ? also ability to remove inline by masking or something even quicker ? so they could be opened shapes not just closed ones.
overall its still not as fast to make me want to switch but its close + lack of antialias is a deal breaker cause sometimes i animate non pixelated stuff but im glad i bought it and cant wait whats next.