Organizing your project folders and images before you begin. Before you start up Spriter itself, its important to understand, Spriter is not used to draw images from scratch, it's used to combine, move, rotate and stretch images you've already created in order to create fully assembled frames and animations.
Step 2) (Starting Spriter and creating your project file) Start Spriter and from the main menu choose: File/New Project or hold Cntrl+N. You will be prompted to choose the root folder for your project.  Click OK and then use the file dialogue to direct Spriter to the main project folder you had created.. In the case o four example, this would be the folder called “Platformer”.  Spriter's working interface will then appear and you'll be ready to begin creating your first key frame.
IMPORTANT! Once you begin your Spriter project, the actual Spriter file (.scml) should always be saved in the main project folder which you'd created.  You can save backup files of the .scml anywhere you'd like, but if you then load them, they won't know where to find the required images because Spriter only looks for images from the same root as the .scml file itself.
Step 1) (Getting your images ready) Create a project folder which will be used for your Spriter project.  Then add sub-folders in which you should organize the PNG images you'll be using to create your animations. For example:  If you were creating animation sets for a platformer game, you might first create the project folder and name it “Platformer” and then inside that folder you would create other folder named ”hero”, “mushroom”, “turtle”, “effects”, “sub- boss” etc and within each of those folders you'd place the images you'll be using to create and animate those respective characters or objects.
Starting A Project

Spriter Pro User’s Manual version 1.4