Character Maps represent one of the great benefits of using Spriter's modular animation method. Character
Maps allow you to quickly and easily create variations of a character (or object), or entirely new
characters (or objects) by taking the animations you've already created and swapping out some or all of
images with new ones.
Imagine you're making a game where the hero character can acquire new weapons, armor etc. With
Spriter and Character Maps, you can animate your character once, and simply create and combine
Character Maps to instantly create and preview any combination of the alternate attire and equipment.
These visual variations on your character can of course be exported out as sequential images for use in
game engines without direct support for Spriter animation data, however the real benefits are realized
when you use the actual Spriter animation data and Character Maps within your game engine, giving you
silky smooth tweened animation for a potentially massive collection of characters and variations of
characters using a tiny fraction of the time, file-space, and ram that non-modular animation methods
would require.
You can not only swap images with other images, you can also designate images to be hidden (or not
drawn on screen) in any given Character Map. Picture a game character which starts out with no cape, but
can later acquire one.... You'd animate your character with the cape, then create the starting Character Map
to hide all the cape images, then use a new character map,(or in this case, just turn off the no-cape
Character Map) to reveal the cape. The possibilities are endless...Sunglasses, hats, helmets, knee-pads,
wings, scorpion tails, you name it!
Before you Begin making Character Maps:
There are several important things to keep in mind while animating and creating your initial character
which you'll want to use with Character Maps:
1) Organizing the part images for your initial character into separate folders based on groups of images
you'll want to replace in Character Maps will save you lots of time. For example, having a single folder
specifically for each character variations head images will make it much easier to find and designate the
corresponding images. In fact, Spriter can actually automate the association of images with replacement
images if you stay organized. More on this is a moment.
2) Things will be quicker and easier still of you give all alternate images the same exact name and image
size as the original images use to create your animations (just in a new folder). For example, notice how
in this simple demo project, there are two image folders, one called “red” which contains the handful of
images used to create the animated character, and the folder called “blue” which contain the corresponding
images required to change the default red character into the very different looking blue character. Notice
how the corresponding images in each folder have the exact same name and images size.
IMPORTANT: These are suggestions which can keep your project well organized and save you time if
you plan on creating many character variations which swap many images with alternate ones, but these are
NOT requirements! If you only plan of replacing a few images with Character Maps, or simply don't want
to give your folder and images structures this much forethought, it is by no means a necessity.
What Are Character Maps
Spriter Pro User’s Manual version 1.4