Mirroring paints the other half as you go, about the middle of the image. [ and ] size the brush, + and − zoom, alt picks a colour without leaving the brush.
These 64 values are substituted at run time, which is how one sheet serves every team colour. Click one to paint with it deliberately; anything you paint in one of these changes colour once the file is loaded.
A character's frames are the same artwork in different poses, so a colour change belongs to the whole animation. Both tools default to every frame.
A new shape opens as its own file, sized in the same units the meshes use — a body runs about 7090 tall, so 1000 is roughly a hand. Height lifts it off the floor: 4300 is shoulder level, 5600 the head. It has no texture yet; drop an image on it or use Replace texture.
Turns are 90 degrees. Mirroring flips the face winding with the geometry, or the mesh comes out inside out. Coordinates are 16-bit, so anything pushed past ±32767 is clamped and the panel says how much.
The characters face −Z: the toes reach that way, and a back item sits at +Z. Front, Face and Whole look from −Z, so the model faces you. Choosing a texture never moves the camera — use these when you want to move it.
Export, edit the mesh in any modeller, import it back — the buttons are on the bar above. An OBJ carries no textures, material bindings or skeleton, so importing into a loaded file keeps those and swaps only the geometry. Coordinates quantise to 16-bit integers and texture coordinates to whole pixels.
Big-endian. A chunk opening "MXW3DHUD" or "MXW3DAVA" is geometry or a skeleton; one opening "GIF8" is a texture. The sprite format is little-endian — the two disagree.
u,v are texture pixels, divided by the size of that material's texture.
An empty sheet to draw on. Every frame starts blank; open one with Edit frame.