* [Pro]:Professional license only.
New Features
- Custom Shader [Pro]
- SpriteStudio imports your own custom shader and draw with it, then expands your expressive power.
- Shader is applied to selected parts and optional parameters can be interpolated as a key for animatation.
- Sample shaders such as mosaic, blur, noise, and HSB modification will be published in the near future.
- Optimize Cellmap [Pro] [Labs]
- This feature packs multiple cellmaps and referenced images into a single one.
- This ignores unreferenced cells from animation and packs to minimize them so that the size of packed texture and number of them can be reduced.
- * This feature is added as experimentation in OPTPiX Labs menu.
- Signal Attribute [Pro] [β]
- This is an attribute that customizable for various user needs, especially this is useful for adding some event information.
- You can add commands and optional parameters on GUI.
- * This feature is added as Beta functionality for experimentation.
- Animation Sequence [Pro] [β]
- This feature gives you to make a playlist composed of multiple animations.
- You can specify the number of repeat, behaviour such as loop, stop, and rewind when finished.
- This feature is useful to make a long single animation from combination of multiple animations.
- * This feature is added as Beta functionality for experimentation.
- Guideline/Ruler
- You can add a vertical/horizontal guide line as much as you need on Layout window, and the part you drag will be snapped on the line.
- This feature makes it much easier that alignment for UI controls such as button/panel, or putting a character’s foot on the ground.
- Flip key position in selected range
- This feature flips key position horizontally in selected range on Frame Control.
- This reduces your hand working for making a round trip motion.
- For example, if you make a jump motion, you can get the downward motion by steps like below:
- 1.Make keys for a leap upward motion.
- 2.Copy the keys to the frame after the upward motion keys.
- 3.Apply this function to the copied keys.
Additions
- Supported AVI2.0
- Now you can output the uncompressed AVI file (OpenDML) without size limitation.
- Preview Window [β]
- This window represents the simple picture without any edit information such as grid/guideline/focus frame to see actual rendering result.
- In next version, this will reflect aspect of camera, independent time cycle which instance and effect parts have.
- * This feature is added as Beta functionality for experimentation.
- Console
- This shows you warning and error message on floating window.
- You can filter the message by level such as information, warning, error to focus important message for you.
- A latest message always displays on the top of the main window.
- If you get some warning or error message, notification dot shows on the right hand of the latest message.
- Reset Deform
- Added a button to reset vertex offsets at the right hand of Deform on Attribute Window.
- Moving the part’s pivot on Layout window.
- Now you can move the part’s pivot by unlock pivot offset edit on Layoutwindow.
- The target you modify is not the pivot of cell, but the pivot offset of the part you focus.
- Jump to previous/next label.
- Added Jump to previous/next label commands on the context menu on the ruler on Frame Control.
- Supported simplified Chinese text.
Improvements
- Supported multiple processes and copy and paste between projects. [Pro]
- Now you can run multiple processes simultaneously and copy and paste parts and keys between discrete processes is available.
- Supported scroll by mouse-drag on Frame Control.
- Space key + left-drag, or middle-drag performs scroll on Frame Control.
- Supported moving cell pivot and X/Y position adjustment for rotated or scaled parts
- Now “Keep layout” option in Edit Cell works considering for the parts which are rotated or scaled by maximum effort.
- * There is a notice before using it. please see more details in help center.
- “Change referenced cellmap” to specified parts and range.
- You can apply change to only the selection in frame control.
- Extended “Copy (Key Only)” command.
- Attribute selection is stored in a slot, and you can name it, change the slot as you need.
- Input UV X/Y Translation value as Pixel.
- Now you can input UV X/Y Translation value as Pixel.
- You will be able to make a key more intuitively when you want to move a texture as pixel unit.
- Also you can change the unit as Ratio or Pixel in Project settings.
- Now initial joint part position aligns to the pivot of current part.
Other changes
- Layout: Rotation or scale for Constraint/Bone point parts can be changed by handle on focus frame.
- Preferences: Added an option to target the keys of expanded child parts to copy even when they are unselected.
Fixes
- Layout:
- Mouse cursor does not change while hovering it on handle after dropping parts.
- [mac] Mouse cursor does not change while hovering it on rotaton handle.
- On Layout window, Shift + arrow key does not work as 8 pixel unit movement.
- Cellmap:
- If there is a referenced cell key in Setup data, UV animation frame does not appear even when you animate UV X/Y translation.
- Selection frame does not follow to mouse cursor.
- File read: Cellmap file happens to be unmarked as modified even when the file was corrected while loading.
- Rendering: Blend result of instance part does not become correct.
- Anime List: Thumbnail image does not show in correct.
- Frame Control: An exception occurs or application freezes when over 33 multibyte characters are input in label.
- Cell list:”Add Mask Parts” command on the context menu is disabled when bone part is active.
- Effect Editor: The X/Y position box of Layout Scale is swapped by mistake.
- Curve Editor: If you move cursor and paste key at once by right-click, despite cursor moves, where key pasted becomes the frame before movement.
- Project: If you change cellmap and resize animation by changing X/Y size of referenced image, the Cellmap file is not marked as modified.
- Project Settings: Premultiplied alpha settings are still disabled even when you reset on compatibility page.
- Animation Edit: Once mesh parts in the tree of bone parts get applied a weight, bone parts and mesh parts under the tree becomes not duplicatable.
- Animation Edit: When you add a joint part after added a mesh part, the joint part becomes the child of the mesh part unintentionally. (-> Changed it from child to sibling.)