Hi,
It will be wonderful if we could export the animation to PNG setting a FPS value 8-)
I mean the real and full animation taking care to keep the time between each frame.
So the Spriter tool could be used like a standard animation tool (and so not only into Game engines).
At least, we coud use these images to make a simple video or a Gif.
Next, I think lot of mobile (ios/android) developers will be interested to use Spriter instead of use the limited native animation frameworks.
Let's take a simple 2s animation at 30 FPS, the integration into an iOS app will be something like this:
UIImageView *spriterAnimation = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"spriter-frame-0.png"]]; NSMutableArray *imageArray = [NSMutableArray arrayWithCapacity:60]; for (int i = 0; i < 60; i++) { NSString *frameName = [NSString stringWithFormat:@"spriter-frame-%d.png", i]; [imageArray addObject:[UIImage imageNamed:frameName]]; } spriterAnimation.animationImages = imageArray; spriterAnimation.animationDuration = 2; [self addSubview:spriterAnimation]; [spriterAnimation startAnimating];
I hope my explanation is clear :oops:
Edit:
Sorry, I read the release note too fast :(
Added basic 'Export to .PNG Sequence'. For now it exports only each keyframe in an animation. In the future it will be expanded to allow much more flexibility like setting a frame rate to get tweened frames from between keys, and many more options.