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Spriter 2 FAQ


lucid

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Here are answers to some frequently asked questions about Spriter 2.  We will keep this up to date as questions come in and answers become more concrete.  Posted below are teaser videos for an upcoming Spriter 2 add-on.  Subscribe to this thread to keep up to date with the latest info and videos. 

 

  • Will there be an API for Unity, Unreal, Construct 3, Godot, C#, JavaScript, etc?

From near day one of the first full release, there will be full runtimes for C# and Unity. Updates to these runtimes will be released along with new builds of Spriter 2 whenever new features are introduced. In addition to Unity and C#, the primary APIs and plugins we'll focus on are C++, JavaScript, Unreal, and Construct 3. Beyond that, we plan to work with expert developers for any other platform as much as possible to ensure the best Spriter 2 support possible, as soon as possible. Because there are so many unpredictable factors, we can't give ETAs on any particular runtime yet.

 

  • Will Spriter 2 run on my OS, when will it be supported?

We have to stay focused on the Windows version until the first full release. After that, we plan to support the current version of macOS, and the officially supported Linux distribution by Steam at the time of initial release. Features will always be developed on the Windows version, so there will be more frequent beta releases on Windows between full updates available on all OS's. We can't give ETAs on release dates yet.

 

  • When will Spriter 2 release? When will there be a new build?

We will be narrowing the release window for 1.0 in the big announcement we've been working on for later this month. In addition, there will be a new beta release in January and regular build updates from that point on.

 

  • Can I test Spriter 2 alpha/beta builds?

Anyone who purchased Spriter Pro or the Spriter 2 pre-order has access to the latest builds of Spriter 2. It should currently only be used for testing and feedback/feature requests. If you purchased Spriter Pro here in our store, scroll down while logged into the forums and you should see a Spriter 2 Private Alpha forum thread visible only to Spriter Pro owners. read the original post titled "Spriter 2 Feature Preview" to the bottom and it will explain how to access the current Spriter 2 build.

If you purchased Spriter Pro on Steam, then log into your Steam account in a web browser with your Steam account which owns Spriter and go here: https://steamcommunity.com/app/332360/discussions/1/1743355067128015969/

If you purchased Spriter Pro on the Scirra store, log into your account on the Scirra store, find the download page for your purchased copy of Spriter Pro, and the alpha build of Spriter 2 should be one of the things you can download.
 

  • Why has it taken so long?

We wanted to make the best tool possible, and ensure we can expand it drastically, well into the future. Over the course of development, we kept having ideas for future revolutionary features and workflow. We wanted to make sure we had a framework to not only superficially support these features, but to fully integrate them with the rest of the features and workflow. This took more time, but it ensured not only this room to grow, but also improved all the features that have already been announced.

 

  • What's the add-on you mentioned recently?

We need to be vague about this until our upcoming announcement. In recent social media posts, we've teased some of the features of the add-on (also posted below). The core version of Spriter 2 will be far greater than what we originally planned, but this add-on will expand Spriter 2 far beyond simply creating animations. We're excited to reveal much more in the upcoming announcement.

 

 

 

 

 

    
             

 

 

 

 

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  • lucid pinned and featured this topic

This looks great so, so we will be able to decide how many images there will be to rotate from front view to profile view ? I would be happy with about 4 .

I wish there would be something to change bodyparts depending on light placement setting ( it would not be actual light but a variable that lets spriter know when to swap bodypart thats lit from top/bottom/left or right) so characters are shaded properly and dont look 3d /artificial , it would of course require to create more bodyparts preshaded from different angles but that could bring more natural and pixel arty feel to the sprite.

Most sprite lighting techniques look artificial and too 3d , maybe thats user error and could be done so it looks more like actual pixel art shadows im not sure.

When you have hand straightened and then bend elbow , graphics would automatically change elbow images to the ones with shadow that looks correct for bent elbow when lit from top during entire animation, but that would require light variable or something. so spriter knows where the "light" is and is swapping premade and preshaded bodyparts automatically when you bend/ move  bodyparts and entire character around.Im not 100% sure it would work in all cases but it would be great to see, from what i see on current spriter2 examples with "rotating views" while maintaining bodyparts position

IT would be something completely new and never seen before.Im excited for spriter 2!

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Great, i wish you guys would do another kickstarter to get this going with much more exposure , first spriter is amazing , very fast and intuitive workflow, compared to other software that might be more advanced into detailed meshes but most of the time theres no need and just in special cases.

It would be nice to have more than 3x3 grid for single segment , with more blue and white dots that could be turned to light blue dots which would have more weight painted in and would affect mesh more than blue ones and less than white ones which are the strongest ones or something like that to control the mesh better or something along those lines.

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I hope there will plan to have godot plugin as soon as possible.

Godot is fast growing open source engine which really need some decent 2d animation software. Especially there almost no any other official support godot of skeleton animation software in the market at the moment. If you can make it quick, at least you will get the chance that godot community more likely to choose your product, with the new product launch to the market that maybe a great move, I think.

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On 12/13/2019 at 11:41 AM, Johndose said:

I hope there will plan to have godot plugin as soon as possible.

Godot is fast growing open source engine which really need some decent 2d animation software. Especially there almost no any other official support godot of skeleton animation software in the market at the moment. If you can make it quick, at least you will get the chance that godot community more likely to choose your product, with the new product launch to the market that maybe a great move, I think.

Yeah, I also need a Godot plugin for Spriter2!

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Happy New Year! The public beta for Spriter 2 is scheduled for July 2020. We've also been working on a powerful procedural animation and content creation add-on suite for Spriter 2 called Alchemist.  We're launching a Kickstarter for it on Friday!

Many of the videos we've been posting lately have teased some of the features that Alchemist will offer. On Friday, you will be able to learn a lot more through our Kickstarter campaign.  We're really excited to finally be able to show all this stuff off!

As a result of the infrastructure to support Alchemist, Spriter 2 itself will also be more powerful than originally planned (and is still free for all current Spriter Pro owners).  Alchemist will let you expand Spriter 2 far beyond just 2D animation creation.  Learn more Friday!

 

 

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7 hours ago, Jonybir said:

Hey was wondering why decide to make plugin instead of including those in spriter?

The full range of Alchemist features  will require a massive amount of work in addition to that required to finish Spriter 2, including additional contracted work to get done. it's not financially feasible to make them all free without additional funding via selling it as an expansion. A successful crowd-funding campaign will help us get there sooner. The better it does, the more features and other value we can add more quickly.  The core version of Spriter 2 is befitting from Alchemist development as well. It's now planned feature set has already expanded in scope beyond what was originally planned when we promised it as a free upgrade for Spriter Pro owners.

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Spriter 2 will be a free upgrade for anyone who currently owns Spriter Pro. Alchemist is an optional expansion suite of advanced procedural and scene animating features which must be purchased. The Kickstarter is the most cost effective way to get it (pre-order) by backing any of the reward tiers that include Alchemist.

Edited by Mike at BrashMonkey
Edited because I accidentally typed Sprtier 2 instead of Alchemist in a kep part
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