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Spriter Pro News

Missed Updates

[p]Sorry we missed the usual scheduled updates, I had a chain of personal and family emergencies pop up which are luckily settling down so I should be able to get back to a regular update schedule soon.[/p]

Spriter 2 alpha version 0.9.7.9

[h2]0.9.7.9[/h2][h2]Change Log[/h2]Additions
  • Added mesh regeneration controls when a mesh is being repositioned in Rigging Mode
Bug Fixes
  • Fixed multiple bugs when manipulating points
  • Fixed multiple bugs when manipulating multi-selected objects
Known issues
  • Multiple missing features and various bugs during this transition phase


Click gif for smoother view:

Spriter 2 alpha version 0.9.7.8 release

[h2]0.9.7.8[/h2]
[h2]Change Log[/h2]

Additions
  • Added visual hierarchy indicator to more easily tell which objects are a child of the currently selected bone
  • Added tool tip window to help learn the basics. Tips update depending on selected tools and modes.
Bug Fixes
  • Fixed multiple bugs with multi-object transform widget
  • Fixed multiple bugs when manipulating meshes and bones
  • Fixed multiple UI bugs
Known issues
  • Multiple missing features and various bugs during this transition phase

Spriter 2 alpha version 0.9.7.7

Hello everyone!
We've just released our latest build. This update completes the UI overhaul detailed in our previous announcement, with further refinements to window docking and general usability. We've also implemented significant backend improvements that will enable faster development moving forward, and these backend improvements also include the foundation for the new EntityPort animation system we'll be introducing in upcoming releases. In the meantime, some features are temporarily disabled and you may encounter bugs in this release.

We're returning to our bi-weekly release schedule, with the next build planned for January 11th (taking a brief pause for the holiday week).

Happy holidays everyone!

Spriter 2 December Update

Hello everyone. Apologies for the extended silence. We're releasing our next update build on December 20th. The most visible change is the UI overhaul. As many of you have requested, we have moved from the previous minimalist UI with most features hidden in right-click menus, to a more standard UI where all available tools and functions are now always visible on screen. There's now hover hints for all icons, with an optional window for more detailed tooltips coming in a future update. Our focus moving forward is on making functionality immediately discoverable through the UI, but we will also be releasing documentation and tutorials when things are complete. We've also implemented a tighter window docking system.

Under the hood, we've completed major refactoring and implemented new debugging tools that are already significantly speeding up bug fixing. We also laid groundwork necessary for a much improved animation paradigm (more on this below), but it also means some features will be temporarily disabled in this release: multi-bone mesh attachments, mesh deformers (except contour mesh), manual vertex editing, and sprite switching. The Z-Order window may also be absent. Expect some bugs, especially with Undo/Redo system.

In the bottom left of the screenshot, you'll notice the EntityPorts window. While it will be disabled in this build, it represents the improved animation system that combines and expands upon features from the previous builds, the original Spriter Pro, and some previously teased capabilities. This system will enable you to swap not just individual sprites, but entire hierarchies of parts. It will also enable some powerful procedural animation features - we'll detail this system more in a future update.

The C# runtime and Unity plugins that work with the new framework are progressing well, and we expect to share a a more substantial update or a pre-release version of those within a few weeks after the upcoming build.

Following the December 20th release, we're returning to bi-weekly builds. These will focus on bug fixes, reintegrating disabled features, and quality of life features, but the primary task left is polishing the interface for the EntityPort framework and completing the documentation for it.

Thanks again for your continued patience.