© 2014 BrashMonkey LLC. All rights reserved. Spriter Feature Comparison
Create rotated, flipped and scaled clones of entire animations
Spriter Pro
Animate with bones or by controlling images directly
Basic easing features
Onion skinning to see previous and up-coming key-frames
Basic IK (inverse kinematics) support
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
Automatically import sequential images as animated sprites
Create named action points per frame and set their angle
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 character variations by swapping image sets (Character maps)
Use animations within animations to make complex scenes easily
Merge separate Spriter projects into one (Great for teams making games)
Deformable sprites (image warping)   COMING SOON 
Spriter enables the “modular” method of animating where frames are constructed from many small, re-useable 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:
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.
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Add custom watermarks while exporting images or Gifs
Advanced easing curve options
Adjust pivot points for each image
Use individual PNGs (or JSON spritesheets) from any source to animate
Scale and rotate any object per frame
Set the opacity of any object per frame
Full IK support and IK locking (forward kinematics)
Create multiple “entities” (animation sets) per file
Create named collision rectangles per frame
Create horizontal and vertical guidelines on the canvas
Lock or hide individual objects to protect or hide things as you work
Advanced automated control features for animations within animations
Auto update detection 
Auto save feature
Over 260 Free Spriter Animations (for use in your games royalty free)