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  1. Definitely these two. Squash and stretch is better than nothing, but skew changes everything. It's seriously the difference between making rigid XY axis animations and making animations that appear to cross the Z axis. As for placeholders, that would be amazing to be able to draw a placeholder, take it back into Photoshop, and know the exact size and shape to work on. Beyond that, stability is big for me. I mentioned it in another thread, but Spriter is pretty much unusable for me right now. I'm patiently waiting for a build that works, then I'm waiting for a way to get it to play nice with U
  2. I've only been able to try Spriter for a few minutes at a time on my Mac, but it crashes like crazy. I had a sprite that was supposed to be about 20 pieces and three times in a row I only got to place and rig a few of them before Spriter just crashed unexpectedly. I haven't really gone back to it after that, as it seems like a waste of time until stability fixes are in place. I also learned that apparently the Unity API isn't really usable, it seems, and it doesn't look like anyone is working on another one (or one that works with a toolkit that isn't going to cost even more money) right now.
  3. So if I wanted to use Spriter in conjunction with Unity3D right this moment, what exactly would I need? I read through this thread, but I don't really understand what's usable, what's required, and so on. Also, I'd like to suggest Futile as one of the frameworks for Unity support. One key selling point is that it's free and open-source, so it would be easier to adopt for anyone who's starting with Spriter and doesn't yet have a Unity toolkit for other 2D work.
  4. Would it be possible to make this backwards compatible with CS5? I don't fully understand how it works, but it sounds like quite a timesaver from my current method of using the "Export Layers as PNG" function and then adding that folder and rigging up the whole skeleton by hand.
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