Spriter Pro

Spriter Pro

Blackwolf301 Aug 16, 2015 @ 7:30pm
Creating animated video
I was wondering if spriter can be used to make animated video, I bought it for game creation but I dont want to deal with codeing at the moment. So I was hopeing to get some use out of it before I move from animation to actual video game design. thank you to anyone for your help and I hope this can help anyone else with the same interests in this program.
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Showing 1-11 of 11 comments
Dark Messiah Aug 20, 2015 @ 1:40am 
I guess it can, why not!
mike Aug 22, 2015 @ 10:09am 
Spriter is more designed to animate one character or effect at a time atm, but it's not impossible to animate scenes.. You could then export the animations as sequential images and use other video editing programs to combine the PNG files into any video format you'd like.

Eventually new features will be added to Spriter which will make animating entire scenes much easier, and we also plan on extending the number of formats Spriter can export to, but both of these won't be any time soon.

Cheers.
-Mike at BrashMonkey
Blackwolf301 Aug 27, 2015 @ 2:18pm 
Thanks mike, I know that this program is a great one and this information only makes it better. I cant wait for the updates and I hope it is as easy a process as it can be for all of you at BrashMonkey, keep it positive over their and keep up the support.
mike Aug 30, 2015 @ 2:07pm 
Thanks much for the kind words and support.

Cheers.
-Mike at BrashMonkey
Funny Orifice Sep 4, 2015 @ 10:42pm 
Hi Mike,

I want to piggy back off of Blackwolf301's question. I tooam curious about using this for animating purposes (the bone system in this one is by FAR the easiest and most intuitive system I have ever used for 2d animation), but I am not too familiar with PNG exports, and things like that.

Is there a guide or a post I can read that helps explain how to properly set up the Export keyframes section, when exporting as a png/gif?

I ask because the animations I've made look super smooth in the program, but so far I have only managed to crash the program by setting something too high, or get a noticeably choppier animation when I compile all the PNGs together in another program. Obviously I don't know what I'm doing.

thanks for the help, and for the great program!
Dark Messiah Sep 5, 2015 @ 2:59am 
Originally posted by Funny Orifice:
Hi Mike,

I want to piggy back off of Blackwolf301's question. I tooam curious about using this for animating purposes (the bone system in this one is by FAR the easiest and most intuitive system I have ever used for 2d animation), but I am not too familiar with PNG exports, and things like that.

Is there a guide or a post I can read that helps explain how to properly set up the Export keyframes section, when exporting as a png/gif?

I ask because the animations I've made look super smooth in the program, but so far I have only managed to crash the program by setting something too high, or get a noticeably choppier animation when I compile all the PNGs together in another program. Obviously I don't know what I'm doing.

thanks for the help, and for the great program!
Easy, the more frames you have the better but the more time it takes to export. If it is crashing it might be your rig. I could not export some high frame animations on my laptop but they worked on my gaming pc.
Funny Orifice Sep 5, 2015 @ 2:19pm 
Originally posted by dark messiah:
Originally posted by Funny Orifice:
Hi Mike,

I want to piggy back off of Blackwolf301's question. I tooam curious about using this for animating purposes (the bone system in this one is by FAR the easiest and most intuitive system I have ever used for 2d animation), but I am not too familiar with PNG exports, and things like that.

Is there a guide or a post I can read that helps explain how to properly set up the Export keyframes section, when exporting as a png/gif?

I ask because the animations I've made look super smooth in the program, but so far I have only managed to crash the program by setting something too high, or get a noticeably choppier animation when I compile all the PNGs together in another program. Obviously I don't know what I'm doing.

thanks for the help, and for the great program!
Easy, the more frames you have the better but the more time it takes to export. If it is crashing it might be your rig. I could not export some high frame animations on my laptop but they worked on my gaming pc.

Thanks for the reply, I kind of figured this. If my rig can't handle the export what do you think is the main culprit? What I mean: is it a RAM intensive process, or a CPU intensive process?

I'm assuming frames is the images I set, but do you have a suggestion of how I should set up the "Interval," and "FPS" settings? Let's say I have a 10 second clip. Do you have a recommended settings for that?
Dark Messiah Sep 5, 2015 @ 11:24pm 
Originally posted by Funny Orifice:
Originally posted by dark messiah:
Easy, the more frames you have the better but the more time it takes to export. If it is crashing it might be your rig. I could not export some high frame animations on my laptop but they worked on my gaming pc.

Thanks for the reply, I kind of figured this. If my rig can't handle the export what do you think is the main culprit? What I mean: is it a RAM intensive process, or a CPU intensive process?

I'm assuming frames is the images I set, but do you have a suggestion of how I should set up the "Interval," and "FPS" settings? Let's say I have a 10 second clip. Do you have a recommended settings for that?

It is probably mostly Vram. For recommended, you should hop on Spriter Forums and ask there, I am sure you will get an answer there and much faster.
mike Sep 7, 2015 @ 1:20am 
Well do our best in future updates to make Spriter more capable of exporting higher res things at higher frame-rates without hang-ups or crashes.

Currently it depends so much on your specific hardware/OS set up and the specific resolution and desired frame-rate of the animations you want to export that its really hard to give a guideline.

I think GIF export is much more likely to crash etc and for high res/high FPS stuff you should export as sequential PNG and then use another program to combine them all into a video file.

Cheers.
-Mike at BrashMonkey
Alexa Reizla Sep 8, 2015 @ 2:48am 
Originally posted by mike:
Spriter is more designed to animate one character or effect at a time atm, but it's not impossible to animate scenes.. You could then export the animations as sequential images and use other video editing programs to combine the PNG files into any video format you'd like.

Eventually new features will be added to Spriter which will make animating entire scenes much easier, and we also plan on extending the number of formats Spriter can export to, but both of these won't be any time soon.

Cheers.
-Mike at BrashMonkey
Kinda what Mike said. But when you use a programming engine (Unity is my favorite) you can make movies from there. Unity also has a couple of (paid plugin) videosequencers that use animations you've made to make movies.
Conquestus Dec 30, 2015 @ 11:43am 
As long as you have software to merge your frames into an actual movie format, sure it would work. Actually I'm using it for exactly such a reason at the moment. Sadly it doesn't have different blending modes for the sprites, so you could produce some real cool effects, but it's still pretty helpful.
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Date Posted: Aug 16, 2015 @ 7:30pm
Posts: 11