What the ghosts are telling you
An animation is a sequence of still frames. Onion skinning shows the previous (and sometimes next) frames as faded copies behind the one you’re drawing. Two things become visible at once:
- Consistency. Is the head the same size as last frame? Did the sword get longer? Misalignment jumps out when the ghost sits right behind your drawing.
- Spacing. The distance between ghosts is the speed of the motion. Close ghosts mean slow movement; far apart means fast. Toggle “Ease + squash” in the demo: the ghosts bunch at the top of the bounce and spread near the ground, exactly how a real ball accelerates under gravity.
That second point is the one that clicks for most people: in animation, timing lives in the gaps between drawings, not in the drawings themselves. ahaboo works much the same, pulling apart mechanisms with narration and controls you move yourself, drawn from reliable sources.
Using onion skinning for pixel art animation
- Draw your first key pose in the editor.
- Click Duplicate in the timeline. The copy becomes the next frame, with the original visible as a ghost.
- Move and redraw only what changes. In pixel art, moving a limb by a single pixel is a real change.
- Turn on + next when adding in-betweens, so you can see both surrounding poses.
- Press Play (ghosts hide automatically) and adjust the FPS: 8–12 fps is typical for pixel art.
Classic exercises
- Bouncing ball (8 frames): timing, spacing, squash and stretch.
- Idle breathing (4 frames): move the torso one pixel down and back.
- Walk cycle (6–8 frames): contact, down, passing, up poses.
When the loop works, export it as a GIF or a sprite sheet for your game engine. More prompts to animate are in the animation ideas list.