# Image Studio

> Learn the artwork tools, image actions, animation timeline, Tile Designer, and export options.

Source: https://www.godotmcpstudio.com/docs/image-studio

Image Studio is the Pro workspace for creating and preparing game art. You can
draw on a blank canvas, import existing images, generate new artwork, animate
sprites, and design tiles.

Open **Image Studio** from the desktop app. Your artwork library is stored on
your computer. Godot does not need to be running for local editing.

## Find your way around

![Image Studio showing a campfire, the drawing toolbar, and generation controls.](https://www.godotmcpstudio.com/product/image-studio-campfire-light.png "Artwork mode: palette and assets on the left, canvas in the middle, Generate on the right, and Timeline below.")

| Area | What it is for |
| --- | --- |
| Artwork library | Create, reopen, rename, and organize artwork. |
| Palette | Pick, sample, and manage the colors used while drawing. |
| Assets | Import source images and select files to work on. |
| Artwork | Draw and edit the current canvas. |
| Tile Designer | Work with individual tiles, repeating textures, and maps. |
| Generate | Choose an image action, its settings, and a prompt. |
| Timeline | Save frames, organize animation clips, and preview playback. |
| Layers | Manage the layers that make up your artwork. |

Panels can be docked, resized, or hidden. On smaller windows, open the side
panels when you need them to keep more room for the canvas.

## Create or import artwork

In the library, enter an **Artwork name**, choose a **Canvas size**, and select
**Create artwork**. New artwork uses pixel mode. Pick a size that suits the
asset's intended role; a small prop usually needs less detail than a portrait.

To edit an existing file, open **Assets** and choose **Import images**. Select
the imported asset to load it onto the canvas. An imported image fits the
artwork's canvas size, so check its proportions and fine details after loading.

Importing images and working with local tools do not use generation credits.

## Draw and edit

Use the pencil, eraser, fill, shapes, selection tools, and color picker to
change the canvas directly. Work zoomed in for individual pixels, then zoom
out to check the asset's silhouette at its intended display size.

- **Transform** rotates, flips, or resizes the artwork.
- **Expand** changes the canvas bounds.
- **Clean** provides cleanup tools for preparing an asset.
- **Slice sheet** separates a sprite sheet into frames.
- **Add frame** saves the canvas into the timeline.
- **Update frame** saves changes to the frame you are editing.
- **Export PNG** saves the current image as a PNG.
- **Save mask** exports the current mask for reuse.

Useful shortcuts include **B** for pencil, **E** for eraser, **I** for color
picker, and **Space + drag** to pan. **Ctrl/Cmd Z** undoes a change;
**Ctrl/Cmd Shift Z** or **Ctrl/Cmd Y** redoes it. **Ctrl/Cmd S** saves the frame.

## Choose an image action

The Generate panel changes its controls to match the action you select.
Some actions need an existing image, selection, or mask.

| Action | Use it when |
| --- | --- |
| New image | You want a new asset from a description. On an empty canvas, this may be labeled Image. |
| Edit | You want to change existing art while keeping the parts you describe. |
| Variations | You want alternatives based on an existing image. |
| Animate | You want motion or an animation set from a character, prop, or effect. |
| Tiles | You want tile-specific generation options. |
| Cut out | You want to remove the background around a subject. |
| Match colours | You want an image to fit another asset's colors or visual style. |
| Replace | You want to replace a selected or masked part of the artwork. |
| Extend | You want new artwork beyond the current image edges. |

For a focused edit, say what should change and what should stay the same.
For a new image, describe the asset, viewpoint, silhouette, colors, and
background. See [Prompting for game art](https://www.godotmcpstudio.com/docs/image-studio-prompting).

## Quality, size, and style

| Setting | How to choose |
| --- | --- |
| Quick | Explore ideas and compare simpler variations. |
| Studio | Create everyday game assets with a wider choice of art styles. |
| Pro | Work on more detailed or reference-guided artwork. It supports multiple references and pose guides. |
| Asset | Choose the kind of image you are making, such as a character, prop, portrait, or texture. |
| Output size | Match the asset's intended use. Available sizes depend on the selected options. |
| Art style | Choose a visual treatment appropriate to the asset and your game. |

The **Pro** quality option is an image-generation setting. The Pro edition is
the desktop product that includes Image Studio. Check the quote for the chosen
operation; quality, size, and other options can affect its credit cost.

## Background, palette, and references

Use **Background, seed & palette** to choose transparency, a seed, and color
constraints where available. Set a transparent background for an isolated
sprite or prop. A ground texture normally fills its whole tile.

A seed can help compare changes while keeping other settings fixed. It is
not a guarantee that different actions or settings will produce identical art.

Use **Pose & references** when a subject's identity, appearance, or pose matters.
Choose a small set of relevant references and describe which parts to preserve.
The available reference and pose options depend on the selected quality and action.

**Refine** can help expand your prompt. Read the revised text before generating
and remove anything that does not fit your game.

## Review and save a generation

1. Choose the action and settings.
2. Write the prompt and select only the images or masks needed for the request.
3. Review the credit quote before submitting.
4. Inspect the result on the canvas and at its intended display size.
5. Save the result you want to keep, then make any local edits.

Requests proposed by your AI assistant appear in **Approvals** in the desktop
app. Review their settings and cost before approving them. If you enable
**MCP auto-approval**, check which requests it covers and the limits you set.

Closing Image Studio after a request starts does not cancel that generation.
Reopen the artwork to find its result. The **Generations** page also provides
access to recent results.

## Animate sprites

![Image Studio showing a slime and seven frames in the timeline.](https://www.godotmcpstudio.com/product/image-studio-slime-light.png "Timeline controls let you inspect the frame order, playback speed, and loop setting.")

A clip groups frames into an animation. Give clips useful names such as
`idle`, `walk_east`, or `attack`, then set their direction, frame order,
**FPS**, and **Loop** option.

Use playback and onion skinning to find jumps between frames. Check that the
feet or base of the sprite stay aligned, the character keeps its proportions,
and the final frame returns naturally to the first when looping.

You can import frames, save edits into a clip, slice a sheet, or use
**Animate** to generate motion. Local frame editing and playback use no
generation credits; generated animation has its own quote.

Pose and rigging tools help arrange supported artwork with bones, joints,
and pose keys. They do not add movement scripts or gameplay behavior to a
Godot character.

## Design tiles and maps

![Tile Designer with a 16 by 16 ground tile and a terrain library.](https://www.godotmcpstudio.com/product/image-studio-tiles-light.png "Tile Designer separates drawing a tile from arranging tiles into a map.")

1. Switch to **Tile Designer**.
2. Choose a saved tile or select **New tile**.
3. Draw on the tile canvas, or use **Describe and generate** for new tile art.
4. Use **Check seams** and the repeat preview to inspect the edges.
5. Choose **Save tile** to keep the edit.
6. Open **Build map** to arrange tiles into a map.

For repeating terrain, keep lighting even and avoid a strong focal point in
every tile. Inspect a larger repeated area to catch visible grids and seams.
Tile generation uses credits; drawing, saving, and arranging tiles do not.

## Export and use in Godot

Use **Export PNG** for a still image and the timeline's **Export** controls for
animation output. Review the selected clip and export settings before saving.

Where **Add to Godot** is available, it copies the artwork into the selected
project for use by your scene. You can also import exported files through
Godot's normal asset workflow. Your connected assistant can help place the art
and configure sprite animation.

Keep artwork and gameplay separate: a sprite does not create collision,
navigation, interaction, or character movement on its own.

## Credits and offline use

Drawing, local editing, rigging, timeline playback, cleanup, and export do
not use generation credits. AI generation and AI edits show their cost in
the app. Pro includes starter generation credits; current top-up packs and
prices are shown in your account.

Local artwork remains available offline. AI generation needs an internet
connection.

## Saved files and privacy

The artwork you save to your local library stays on your computer until you
delete it. Online generation results are available for seven days, so save
the results you want to keep. Download links are temporary and can be refreshed
while a result is still available.

A generation uses the prompt and selected images or masks needed for that
request. Your Godot scenes, scripts, and whole project are not uploaded by
Image Studio. Temporary uploaded files and results are removed when they
expire. See [Security & privacy](https://www.godotmcpstudio.com/docs/security-privacy) for account and
diagnostic settings.
