(Creating bones to more easily animate complex objects or
characters) While you are not
required to use bones to animate with Spriter, and in act, 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.
(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. He 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 we 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.
Creating and Assigning Bones
Spriter Pro User’s Manual version 1.4