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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.

Spriter 2 Progress Update

Thanks for your patience everyone. Our upcoming builds will have some major new feature changes and enhancements, and some long requested changes to workflow. These changes are taking a bit longer than we'd hoped, but we are still working hard on the next build.

We don't have an ETA just yet, but after the next build is released we expect to return to releasing builds roughly every two to three weeks

Spriter 2 alpha version 0.9.7.6 release and development note

[h2]0.9.7.6[/h2][h2]Change Log[/h2]

Additions
  • Added a default easing curve option in the status bar while in Animation Mode. This automatically sets the easing curve for newly created keyframes.
  • Added keyboard shortcuts Ctrl+1 and Ctrl+2 to skip to the previous and next frames in Animation Mode, respectively. (The keys 1 and 2 without Ctrl already skip to the previous and next keyframes.)
  • Added the ability to create a 'Key All' for every frame between two other keys in one step (hold Ctrl while clicking the 'Key All' button in Animation Mode when the timeline is set between two keys).
Bug Fixes
  • Fixed a critical bug where projects with multiple contour deformers would load in a corrupt state. Unfortunately, this fix breaks compatibility with projects saved in prior versions.
  • Fixed a bug where the 'Key All' button did not inverse before keying, which caused an explosion of parts.
Known issues
  • Non-mesh children of strokes don't update in real-time when using ik
  • Visual bug when images armed for adding swappable image and mesh in reposition mode
  • Some pop-up ui elements appear below panels
  • Z-order window images do not change when mesh images are swapped

Spriter 2 alpha version 0.9.7.5 release

[h2]0.9.7.5[/h2][h2]Change Log[/h2]

Changes and Enhancements
  • Initiated restructuring of core systems to enhance stability, paving the way for wrapping up the last features in alpha development.
Bug Fixes
  • Resolved several additional stability issues related to hierarchy modifications.
  • Started the refactoring process to fix new bugs identified during expanded testing.
Known issues
  • Non-mesh children of strokes don't update in real-time when using ik
  • Visual bug when images armed for adding swappable image and mesh in reposition mode
  • Some pop-up ui elements appear below panels
  • Z-order window images do not change when mesh images are swapped

Spriter 2 alpha version 0.9.7.4 release

[h2]0.9.7.4[/h2][h2]Change Log[/h2]

Changes and Enhancements
  • Updated core systems to lay the groundwork for upcoming enhancements.
Bug Fixes
  • Resolved several stability issues related to hierarchy modifications.
  • Fixed various bugs that caused errors during load and save operations.
Known issues
  • Non-mesh children of strokes don't update in real-time when using ik
  • Visual bug when images armed for adding swappable image and mesh in reposition mode
  • Some pop-up ui elements appear below panels
  • Z-order window images do not change when mesh images are swapped