Organizing your project folders and images before you begin.
  Before you start up Spriter itself, it’s important to understand, Spriter is not used to draw images from 
  scratch, it's used to combine, move, rotate and stretch images you've already created in order to create 
  fully assembled frames and animations.
 
 
  Step 8) (Creating bones to more easily animate complex 
  objects or characters) While you are not required to use 
  bones to animate with Spriter, and in fact, for many types of 
  animations bones would just be an inconvenience, for the case 
  of animating complex objects or characters the initial 
  investment of literally a minute or two to “rig” the character 
  with bones will end up making work much easier and 
  more natural, and save you a lot of time, even resulting in a 
  superior final animation.  To create bones, simply hold the Alt 
  key and left click and drag from the point you want the bone to 
  begin to the point where you want the bone to end.  The point 
  where the bone begins (the thick end) acts as the pivot point of 
  the bone. When you let go of the left mouse button that bone is 
  done being created and is automatically selected...if you create 
  a new bone while the previous bone is still selected, the new 
  bone will automatically be a child of the selected bone.  You 
  can continue to hold Alt and create all of the bones you need 
  for the full character...just be sure the bone you want to be the 
  next bone's parent is selected while creating the new bone.  At 
  any time in this process you can let go of the Alt key and 
  select, move, rotate and scale any of the bones to perfect their 
  position relative to the sprites you will be assigning to them.
 
  
 
  Step 7) (Aligning the assembled key-frame to the canvas 
  crosshair) Now that your first key frame is properly 
  assembled, you might want to make sure that the entire frame 
  (all sprites collectively) is aligned to the “canvas crosshair” 
  in a manner that will be most useful for game engines.  The 
  point where the vertical and horizontal lines bisect the canvas 
  represent coordinate 0,0 for the frame.  If you tell a game 
  engine to draw your frame to the screen at a given 
  coordinate, it will place the animation based on this  0,0 point 
  as it's pivot point or “hotspot”.  In the case of this example, 
  for a platformer character, you'd likely want the 0,0 
  coordinate (canvas cross-hair) centered near the feet of the 
  character.  To move all sprites at once you can press Cntrl+A 
  to instantly select all objects on the canvas or left click and 
  drag a selection rectangle to select all of the objects. You can 
  then use the arrow keys or click and drag on any of the 
  selected objects to move everything at once to properly align 
  the frame.
 
  
 
  Step 6) (adjusting the z-order of sprites) 
  As you assemble and tweak your initial key-
  frame you may need to adjust the z-order of 
  your Sprites.  (the order in which they are 
  drawn on screen..in other words, 
  which are in front and which are behind). 
  This can be done by clicking and dragging 
  on the sprites in the z-order palette on the 
  upper-left of your screen or by selecting a 
  sprite on the canvas and then holding Cntrl 
  and pressing the up or down arrows.  You 
  can also hold Cntrl and press the left or right 
  arrows to send the selected sprite to the 
  absolute top or bottom of the z-order 
  respectively.
 
  
 
  Step 5) (Adding Sprites to the canvas 
  and manipulating them) Now that 
  your images are ready to 
  use, you can simply start dragging 
  them from the file palette  onto the 
  “canvas” in the center of your 
  screen to begin assembling the first 
  key frame.  Once on the canvas, you 
  can select any Sprite (the 
  images you’ve placed) by left clicking, 
  and then use the transform controls 
  which appear around the 
  sprite to rotate it or stretch it as you 
  need.  You can also use the “object 
  properties” dialogue on the 
  lower left of your screen to keep track 
  of or carefully edit any of the  
  currently selected sprites 
  attributes. This palette can also be used to adjust the currently selected sprite’s opacity.
 
  
 
  Step 4) (Setting default pivot points for Sprites) On the 
  upper right of your screen (above the 
  animation palette) you should see the file palette.  Use this 
  palette to browse through the image folders 
  you'd created in step one to find the images you'll be 
  using to assemble the initial key frame.  Before 
  you begin using the images you might want to take your 
  time to give each image a custom pivot point. 
  (images default to a top-left pivot point, and it’s often 
  more convenient and leads to better final results 
  to set pivot-points based on actual aspects of the image in 
  question...for example, the image of an upper 
  arm would scale and rotate more naturally around a pivot 
  point set in the center of the shoulder).  To 
  set a default pivot point for an image, double-click on that 
  image in the file palette and a dialogue box 
  will appear giving you the ability to set the pivot point. 
  Once you've set the pivot point how you'd like, 
  click OK.
 
  
 
  Step 3) toward the lower right of your screen you should see the 
  “animations palette” You'll see Spriter started your new project 
  file with its first entity (character) and first animation for that 
  character. You can double-click on the name of either to rename 
  them to something more descriptive... for example, you could 
  rename the entity to “hero”, and the animation to “idle”
 
  
 
  Step 2) (Starting Spriter and creating your project 
  file) Start Spriter and from the main menu 
  choose: File/New Project or hold Cntrl+N.
  You will be prompted to choose the root folder for 
  your project.  Click OK and then use the file 
  dialogue to direct Spriter to the main project folder 
  you had created.. In the case of our example, this 
  would be the folder called “Platformer”.  Spriter's 
  working interface will then appear and you'll be 
  ready to begin creating your first key frame.
 
  
 
  IMPORTANT! Once you begin your Spriter project, the actual Spriter file (.scml) should always be 
  saved in the main project folder which you'd created.  You can save backup files of the .scml anywhere 
  you'd like, but if you then load them, they won't know where to find the required images because 
  Spriter only looks for images from the same root as the .scml file itself.
 
 
  Creating the initial key-frame.
 
 
  Step 9) (Assigning Sprites as children of bones) Now that your bones 
  are set up where you want for the whole character, properly aligned with 
  the sprites, you just need assign (child) the appropriate sprites to each of 
  them.  To do this, simple select a bone by left clicking on it, and then 
  hold the B key...you'll see all Sprites become more translucent.  Now if 
  you left click on any Sprite while still holding the B key, that Sprite will 
  become a child of the selected bone.  You will see that it is now assigned 
  because the sprite is now more opaque.  If you click that same sprite 
  again while holding B it will disassociate that sprite from the selected 
  bone.  You can select as many sprites to each bone as you'd like. The 
  sprite does not have to be touching the bone, or even be close in 
  proximity to the bone.  Once finished assigning all sprites to their 
  respective bones I recommend you quickly play with putting the 
  character in extreme poses with limbs overlapping the body and the 
  other limbs so you can double-check that all Sprites are z-ordered 
  properly.  This way, you won't have to stop and manually fix the z-order 
  of sprites across several key-frames once you're animating.
 
  
 
  Step 10) (Animating with bones and 
  sprites) If you've assigned sprites to 
  bones you'll see that if you rotate, move 
  or scale bones, the assigned sprites will 
  be affected with them.  If all sprites are 
  assigned to bones you may not have a 
  need to ever select or edit a sprite 
  directly.  If this is the case, you can lock  
  and/or even hide all sprites so that you 
  can not accidentally select or edit a sprite 
  by clicking on the show or lock buttons 
  along the top right of the canvas. You can 
  do the same for bones if you have a need at 
  any point to only edit sprites.To start 
  animating, first edit your starting frame by 
  selecting and moving, rotating, stretching or 
  changing the alpha (opacity) of any of the 
  sprites or bones.  Then click on another 
  point along the timeline and then adjust the 
  sprite or bones as necessary to create the 
  next key frame.  Editing any sprite or bone 
  while on a new point in the timeline will 
  automatically create a key frame.  You can 
  also create a key frame at any time by 
  clicking on the “key all” button near the 
  bottom right of the canvas, or by clicking on 
  the key selected button while one or more 
  objects (sprites or bones) are selected. (See 
  Key All vs Key Selected for more 
  information)
  
  
 
  Step 11) (Swapping a 
  sprite’s Image at any 
  time) You might have a 
  need in some animations 
  to actually swap out one 
  image with another at 
  some point.  This can be 
  done by simply scrolling 
  to the point in the 
  animation you'd like an 
  image changed, selecting 
  the sprite by left clicking 
  on it in the canvas and then right-clicking any image in the file palette.  When you play the animation or 
  scroll through the timeline you'll see that the sprite now changes from its original images to the new one 
  you'd selected at that exact moment in the animation.
 
  
  
 
  Step 1) (Getting your images ready) 
  Create a project folder which will be 
  used for your Spriter 
  project.  Then add sub-folders in which 
  you should organize the PNG images 
  you'll be using to create 
  your animations. For example:  If you 
  were creating animation sets for a 
  platformer game, you might 
  first create the project folder and name 
  it “Platformer” and then inside that 
  folder you would create 
  other folder named ”hero”, 
  “mushroom”, “turtle”, “effects”, “sub-
  boss” etc and within each of those 
  folders you'd place the images you'll be 
  using to create and animate those 
  respective characters or objects.
 
  
 
  IMPORTANT: When 
  swapping, a new image 
  will be placed in the exact 
  location of the current 
  image based on their 
  respective pivot points, so 
  it's very important to have 
  the default pivot-point of 
  the new image set 
  appropriately.  One way to 
  ensure perfect continuity 
  when swapping from one image to the next is to actually insure that each image to be swapped has the 
  same exact pixel-dimensions as each other, and are arranged so that all of their default pivot points would 
  have the same exact pixel 
  coordinate.  Look at all these head images as an example... all images are buffered with enough 
  transparent pixels to ensure the actual head images are placed per image in perfect alignment with each 
  other... so the exact same default pivot-point coordinates can be set for all...ensuring there will be no 
  jarring “pop” in position as one image is switched to the next.
 
  
 
  Step 12)  (Editing the timing 
  of key frames or the entire 
  animation)  You'll likely find 
  as your animation progresses 
  that you'll need to tweak the 
  relative distance between key 
  frames.  To do so, you can 
  simple click and drag on any 
  key frame in the timeline 
  located at the bottom of your screen.  You can also hold the Cntrl key in order to be able to select multiple 
  key frames so you can move them simultaneously.
 
  
 
  It will also often be 
  necessary to expand or 
  reduce the total length of the 
  animation. To do so you can 
  simply left click in the 
  second number box of the 
  “current time” section of the timeline.  This will allow you to not only type in a new total length for the 
  animation, but will also present a check-box letting you either stretch the keys to maintain their relative 
  positions to each other or not.  You can also preview your animation playing back at different speeds 
  simply by adjusting the playback speed slider at the left side of the timeline.
 
  
 
  Step 13) (Advanced timeline 
  editing)  As your animation gets 
  closer to being perfected, you might 
  find the need to slightly offset the 
  timing of one or more objects 
  relative to the rest.  Spriter actually 
  keeps separate timelines and key 
  frame per object.  To view and edit 
  them you need to expand the 
  timeline area upward by left 
  clicking the top of the timeline 
  window upward.  Now you can left 
  click and drag to change the time 
  position of any objects key frames.  
  You can also delete them via the 
  delete key after selecting them.
 
  
 
  Step 14) (Duplicating entire key frames) You can also copy and paste an entire full frame to any other 
  place on the timeline by choosing the position the timeline to copy on the main timeline, then pressing 
  Cntrl+Shift+C, then by going to the target location on the main timeline and pressing Cntrl+V. This even 
  works if you are copying from a spot in the timeline that is not keyed. This is often a fantastic way to start 
  a new animation for a character...by finding an point in an animation you'd already created that comes 
  somewhat close to the starting pose for the new animation.  Just Cntrl+Shift+C to copy the initial pose 
  from an already existing animation, and then create your new animation, make sure you are at time 0 (the 
  very beginning) on the main timeline of the new animation, and then press Cntrl+V.
 
 
  Step 15) (Adding additional sprites to a finished animation) What if you've already created an entire 
  animation, with lots of key frames, but then decide you should add something to the character...like 
  sunglasses for example?  Spriter makes this easy.  If you've animated your character with bones then 
  Spriter makes the solution simple.  Simply go the the very first key frame at time 0, add your sunglasses 
  image to the frame and perfect its position, scale, rotation etc to fit perfectly on the character’s face.  Then 
  assign that new sunglasses sprite to the head bone by selecting the head bone, holding B and then left-
  clicking on the sunglasses sprite.  You can test that the sunglasses are now firmly attached to the 
  character’s face by rotating the head bone, and then pressing Cntrl+Z to undo the movement.  Now that 
  the sunglasses are perfectly placed and a child of the head bone, just select them, press Cntrl+C, then in 
  the menu, choose “edit/paste to all keys”, or by pressing Cntrl+Shift+V.  After perhaps a few seconds of 
  processing, you can scroll through your timeline or play your animation to see that the sunglasses are now 
  properly positioned and attached to the head on all frames.
 
 
  Quickstart
 
 
 
 
 
 
 
 
 
 
  
 
 
   
 
 
   
 
 
   
 
 
 
  