mitsumi
20-05-15, 02:18 PM
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BrashMonkey Spriter Pro Edition Release 4.1 | 19.33 MB
Spriter Pro enables the "modular" method of animating where frames are constructed from many small, re-usuable images (such as body parts). This method of animating offers many benefits for several aspects of a game's development and for the finished product.
Main Features:
- Time! Because an artist will be reusing a handful of modular images to create all of the frames for a character or effect, there will be much less time spent tweaking and polishing.
- Iteration! Let’s say it becomes necessary to change an otherwise finished character’s head design. Instead of the huge task of redrawing or editing the head in every single frame of full frame animations, the artist would only need to change the handful of the head images that are used across all frames, turning a huge task into a quick and painless one.
- Tweaking... Because the modular images (body parts) can be freely nudged around or rotated, it becomes much easier for a non-artist to make tweaks that might be necessary for gameplay, and very easy for the artist to go and re-address whatever tweaks the designer needed to make.
- Character variations! Not only does this method allow for super fast and painless creation of alternate characters based on the data of another character, it also allows for an extremely time and memory efficient way of creating all the variations of a character which can change throughout a game (such as collecting powerups and new equipment).
- Huge savings of file and heap space. Instead of each frame of animation being a large complete image, it’s simply a tiny amount of data storing the position, rotation etc of each small and re-used “body part” image. The larger and more robustly animated your characters and effects, the greater the savings will be.
Pro Features Include:
- Use individual PNGs (or JSON spritesheets) from any source to animate
- Animate with bones or by controlling images directly
- Adjust pivot points for each image
- Scale and rotate any object per frame
- Set the opacity of any object per frame
- Basic easing features
- Advanced easing curve options
- Create multiple “entities” (animation sets) per file
- Onion skinning to see previous and up-coming key-frames
- Basic IK (inverse kinematics) support
- Full IK support and IK locking (forward kinematics)
- Use animations within animations to make complex scenes easily
- Advanced automated control features for animations within animations
- Create character variations by swapping image sets (Character maps)
- Trigger and preview sound effects at any point in the timeline
- Lip-sync via Papagayo
- Export animations as PNG images, strips, sheets or Gif Animations
- Add custom watermarks while exporting images or Gifs
- Automatically import sequential images as animated sprites
- Create named collision rectangles per frame
- Create named action points per frame and set their angle
- Create horizontal and vertical guidelines on the canvas
- Lock or hide individual objects to protect or hide things as you work
- Set “animated” variables for your character anywhere in the timeline
- Create “Triggers” anywhere in the timeline to initiate actions in-game
- Set “Tags” to any part of the timeline to designate “state changes”
- Create rotated, flipped and scaled clones of entire animations
- Merge separate Spriter projects into one (Great for teams making games)
- Auto update detection
- Auto save feature
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BrashMonkey Spriter Pro Edition Release 4.1 | 19.33 MB
Spriter Pro enables the "modular" method of animating where frames are constructed from many small, re-usuable images (such as body parts). This method of animating offers many benefits for several aspects of a game's development and for the finished product.
Main Features:
- Time! Because an artist will be reusing a handful of modular images to create all of the frames for a character or effect, there will be much less time spent tweaking and polishing.
- Iteration! Let’s say it becomes necessary to change an otherwise finished character’s head design. Instead of the huge task of redrawing or editing the head in every single frame of full frame animations, the artist would only need to change the handful of the head images that are used across all frames, turning a huge task into a quick and painless one.
- Tweaking... Because the modular images (body parts) can be freely nudged around or rotated, it becomes much easier for a non-artist to make tweaks that might be necessary for gameplay, and very easy for the artist to go and re-address whatever tweaks the designer needed to make.
- Character variations! Not only does this method allow for super fast and painless creation of alternate characters based on the data of another character, it also allows for an extremely time and memory efficient way of creating all the variations of a character which can change throughout a game (such as collecting powerups and new equipment).
- Huge savings of file and heap space. Instead of each frame of animation being a large complete image, it’s simply a tiny amount of data storing the position, rotation etc of each small and re-used “body part” image. The larger and more robustly animated your characters and effects, the greater the savings will be.
Pro Features Include:
- Use individual PNGs (or JSON spritesheets) from any source to animate
- Animate with bones or by controlling images directly
- Adjust pivot points for each image
- Scale and rotate any object per frame
- Set the opacity of any object per frame
- Basic easing features
- Advanced easing curve options
- Create multiple “entities” (animation sets) per file
- Onion skinning to see previous and up-coming key-frames
- Basic IK (inverse kinematics) support
- Full IK support and IK locking (forward kinematics)
- Use animations within animations to make complex scenes easily
- Advanced automated control features for animations within animations
- Create character variations by swapping image sets (Character maps)
- Trigger and preview sound effects at any point in the timeline
- Lip-sync via Papagayo
- Export animations as PNG images, strips, sheets or Gif Animations
- Add custom watermarks while exporting images or Gifs
- Automatically import sequential images as animated sprites
- Create named collision rectangles per frame
- Create named action points per frame and set their angle
- Create horizontal and vertical guidelines on the canvas
- Lock or hide individual objects to protect or hide things as you work
- Set “animated” variables for your character anywhere in the timeline
- Create “Triggers” anywhere in the timeline to initiate actions in-game
- Set “Tags” to any part of the timeline to designate “state changes”
- Create rotated, flipped and scaled clones of entire animations
- Merge separate Spriter projects into one (Great for teams making games)
- Auto update detection
- Auto save feature
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Download From Nitroflare
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Download From Uploaded
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Download From RapidGator
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