Output Animation

Animations created with OPTPiX SpriteStudio can be used and viewed in a variety of ways.

Using SpriteStudio 6 SDK/SS6 Player

The SDK and SS6 Player for OPTPiX SpriteStudio Ver.6 use saved sspj, ssae, ssce, ssee and image files either by converting them with a proprietary converter or by importing data using features provided in SS6 Player.

Converters and players for “SpriteStudio Ver.6” are introduced below.


SpriteStudio 6 SDK
“SpriteStudio 6 SDK” consists of a library and a set of tools for flexibly using animation data (sspj, ssce, ssae, ssee) produced by OPTPiX SpriteStudio according to your playback environment.

Please refer to the following page for details on how to use “SpriteStudio 6 SDK”.


SS6ssbpLib
A general purpose C++ library for playing back animation data created in “OPTPiX SpriteStudio”. It can be used for games and applications written in C++.
SS6sbbpLib does not have the ability to read files and draw to the playback environment.
The SS6 SDK includes a converter that converts animation data into a binary file called ssbp. SS6bplib is responsible for analyzing the animation information in the binary data and connecting it to the drawing functions of the playback environment.

Details on how to use SS6sbbplib can be found on the following pages.


SS6Player for Unity
A program for using animation data created in “OPTPiX SpriteStudio” on Unity.

Please refer to the following page for how to use “SS6 Player for Unity”.


SS6Player for Cocos2d-x
A program for playing animation data created with OPTPiX SpriteStudio on Cocos2d-x.


SS6Player for Unreal Engine 4
SS6Player for Unreal Engine 4 is a program for importing animation data created in OPTPiX SpriteStudio into Unreal Engine 4 and playing back animations.

The following pages provide more information on using SS6Player for Unreal Engine 4.

Output Data with Rendering Features

“Rendering Features” lets you output your animation as a sequence of images, uncompressed AVI, animated GIF, or animated PNG.

Animation output using the rendering feature is based on what is previewed on the layout window.
If you used the mask function when creating the animation, make sure that “Enable Mask” is checked in the layout window when you output the animation using the rendering function.

Please refer to the following pages to learn how to use “Rendering Features”.

Select “Animation” – “Rendering ” from the menu bar. This opens a Rendering window that uses the rendering features.

 

 

    Using the “Sprite Sheet Generation” Feature

    “Sprite Sheet” is 1 frame 1 frame of animation cut out and arranged on 1 image.
    Putting them together in a single image provides more efficient playback than animations with multiple images. This is useful for applications and games that require fast response.

    Sprite sheets can be output in two formats.

    • Cocos2d-x: .plist + png image
    • Corona SDK: .lua + png image

    The details such as the output method are introduced in “How to output a sprite sheet.” (Japanese).

    Select “Animation” – “Sprite Sheet Generation” from the menu bar. This opens the Sprite Sheet Generator window, where you can use the Sprite Sheet Generator.

     

    Related Pages

    Review how to create an animation again