5) Setting your finished Character map to active.  Now that you've created your Character Map, click the OK button at the bottom right of the “Edit Character Map” palette.  You should now see the name of your new Character map in the right column (available) of the “Character Maps” palette.  To see your Character Map in action, simply left click and drag the name of your Character map from the right column to the left column (active).  You should see the character map have immediate effect in the Canvas if you have an animation selected which uses images which you've “effected” with your Character Map. Note: This new look for your character will even be reflected if you export animations as PNG images while Character Maps are active. 6) Stacking Character Maps for advanced uses.  You can create as many Character Maps as you'd like, and make each one handle specific changes to your object or character.  For example, you could have one set of Character Maps called “blue pants”, “red pants”, “Bermuda shorts” ect which all swap out the original pants images with alternate images to change your character's pants.  You can then have a similar set of Character Maps to handle changing the characters shirts.  Finally you can have other Character maps that reveal or hide the character's sunglasses, baseball cap etc. Once all these character maps are finished you can “stack them”, meaning make more then one of them active at a time to simultaneously change the entire wardrobe/equipment set of a character to any of countless possible combinations!  Spriter plug-in's for most authoring systems will support this functionality at run-time, so you'll be able to make games which can combine Char-Maps on the fly based on player decisions and actual game situations. See how in this example, I'm using one Character Map to change from the red character to the blue, and a second character map to hide the wings.
Activating and Stacking Character Maps

Spriter Pro User’s Manual version 1.4