IMPORTANT: If you’ll be using your actual Spriter data files (scml or scon) in your game engine, be sure whatever Spriter implementation you’ll be using supports this or any other of Spriter’s more advanced features before using them.
TexturePacker Support

Spriter Pro User’s Manual version 1.4

TexturePacker    by CodeAndWeb is pretty much the industry standard tool for creating optimized sprite sheets (aka “texture atlases”). You can go to (https://www.codeandweb.com/texturepacker) to learn more about its feature set and the benefits it offers. Many Spriter users requested TexturePacker support for Spriter, so we added two different ways you can benefit from (and use)  TexturePacker created sprite sheets in Spriter Pro. Many thanks to TexturePacker Developer Andreas Lowe for working with us to add Spriter specific support to Texture Packer.
There are two very different ways you can use Spriter with TexturePacker.  Both require TexturePacker to be installed and require the full version of Texture packer to allow the most flexibility and so that none of the images in the sprite sheet will be watermarked.  You can get the free version from https://www.codeandweb.com/texturepacker/download  Here are the two options: 1) Using TexturePacker to merge all of the image files that your Spriter project is using into sprite sheets once the project is finished. In this instance, you simply use the standard Spriter work flow of creating individual image files for each sprite image (body parts etc.), organized in sub folders in your project folder, then, once finished, you choose an option to have TexturePacker automatically merge all the used images into optimized sprite sheets for you.
To do this, all you have to do (assuming you have TexturePacker installed and are otherwise finished with your Spriter project) is choose File/Generate TexturePacker Spritesheet file (*.tps)
Then check the “Pack textures now with TexturePacker” check-box and adjust any of the sub-settings as desired.  Spriter will then have TexturePacker generate the spritesheet images and data files and add them to your Spriter project folder. 2) Using a previously created TexturePacker sprite sheet as though its a sub-folder of separate image files. In this instance, Spriter can actually load in sprite sheets which had been previously created by TexturePacker and let you use them as though they are typical sub folders with separate images in them! To use this option, the first thing you’ll need to do is create a sprite sheet using the full version of TexturePacker.  To do so, follow the following steps:
a) Have your individual image files ready and organized in folders so you’ll easily be able to tell TexturePacker which images should be merged into sprite sheets. Then load up Texture Packer and choose “Spriter” as the data format type.
b) Now select all your image files and drag them onto the canvas in TexturePacker as prompted. This will organize the spritesheet for you. Advanced users can then play with TexturePacker’s additional settings as desired or needed.
c) Now set the desired name and location of the data file which will be created by left clicking on the folder icon to the right of the text field  labelled “Data file” and then use the dialogue that will appear to select the location and type the desired name. once you’ve done this it will automatically set the name of the image file that TexturePacker will create to match.
d) Then simply click the “Publish sprite sheet” Icon located near the top-center of TexturePacker’s interface and TexturePacker will create your sprite sheet for you.
e) Once you’ve repeated steps a through d as much as needed to create all the sprite sheets you’ll be needing, start up Spriter and choose file/new project and then select the folder which has all of your newly created sprite sheets (images AND data files). Once  you’ve done this you should see a thumbnail of each of the sprite sheets, outlined in purple.
f) Now try double-clicking on any of the sprite sheet thumbnails and you should see it open up as though its a sub folder of separate images! Now you can use Spriter just as you are used to doing with separate images, treating each sprite sheet as though its a sub-folder of separate images.
AGAIN: Be very careful if you plan on using your Spriter files with any particular authoring system. Make sure that the Spriter implementation you’ll be using can support these TexturePacker related features before using them.
TM