You may already know about the great open source Godot game engine. I've been contributing to it since two years ago or so. Today I'm writing here to announce a feature I developed for the upcoming 3.0 version, and of which I'm pretty proud of: onion skinning.
So what's onion skinning?
It's a technique used in animation from its early days consisting in the ability to draw frames of animation on a semitransparent paper (onion paper) so you can see the previous frame through it. That provides the artist with a good reference to base his new drawing in.
Of course, this concept once brought to computers gets much more flexible: arbitrary number of see-through layers, ability to see the past and/or the future, etc. Every decent software package with an animation editor features it nowadays. And some people was requesting it for Godot.
This picture from the Adobe Animate CC documentation [CC-NC-SA] is fairly telling about the concept:
How it looks like in Godot?
This images are from the pull request I made and based on the main character from the 3D platformer example. (By the way, this works for both 2D & 3D.)