{"id":4148,"date":"2013-09-18T12:57:22","date_gmt":"2013-09-18T03:57:22","guid":{"rendered":"http:\/\/www.webtech.co.jp\/help\/?page_id=4148"},"modified":"2018-08-01T10:30:11","modified_gmt":"2018-08-01T01:30:11","slug":"faq","status":"publish","type":"page","link":"https:\/\/www.webtech.co.jp\/help\/en\/spritestudio\/faq\/","title":{"rendered":"FAQ"},"content":{"rendered":"<h2>Parts (Sprite)<\/h2>\n<div class=\"su-spoiler su-spoiler-style-default su-spoiler-icon-chevron faqtoggle su-spoiler-closed\" data-scroll-offset=\"0\" data-anchor-in-url=\"no\"><div class=\"su-spoiler-title\" tabindex=\"0\" role=\"button\"><span class=\"su-spoiler-icon\"><\/span>About the actual range of selected keyframes to copy and paste while parts tree is collapsed.<\/div><div class=\"su-spoiler-content su-u-clearfix su-u-trim\"><\/p>\n<p>Please note that keyframes of invisible parts which are collapsed in parts tree are not copied or pasted even if the keyframes of the parent part of them is selected.<\/p>\n<p><\/div><\/div>\n<div class=\"su-spoiler su-spoiler-style-default su-spoiler-icon-chevron faqtoggle su-spoiler-closed\" data-scroll-offset=\"0\" data-anchor-in-url=\"no\"><div class=\"su-spoiler-title\" tabindex=\"0\" role=\"button\"><span class=\"su-spoiler-icon\"><\/span>To minimize the number of too many attributes to be used.<\/div><div class=\"su-spoiler-content su-u-clearfix su-u-trim\"><\/p>\n<p>Attributes which can be set to the parts of Sprite exist in the considerably large number. So, unused attributes are better not to be displayed in the \u201cAttribute\u201d window. That will help reduce humanly errors.<\/p>\n<p>The method of adjusting attribute\u2019s display is different between the \u201cProject\u2019s new creating time\u201d and the \u201calready-existing Project\u201d.<\/p>\n<ol>\n<li>\n<p>The \u201cnewly created Project\u201d is set by the compatibility of the window, which was opened by the [File]-[Preferences].<\/p>\n<\/li>\n<li>\n<p>The \u201calready-existing Project\u201d is set by the compatibility of the window that was opened by the [File]-[Project Settings].<\/p>\n<\/li>\n<\/ol>\n<p>The method of setting the \u201cCompatibility\u201d are the same each other. The are the following two setting methods.<\/p>\n<h3>1. To specify the \u201cobject Platform for play\u201d.<\/h3>\n<p>After creating data by \u201cOPTPiX SpriteStudio\u201d, by selecting the platform to mount the data (hardware, OS, game engine, etc.) only attributes to match the platform can be displayed.<\/p>\n<h3>2. To \u201cCustom\u201d the \u201cobject Platform for play\u201d by the self:<\/h3>\n<p>By setting \u201d the object Platform for play to Custom\u201d, only attributes marked by the self can be displayed.<\/p>\n<p>Also, after selecting the above and by selecting the \u201cLimit to Ver.4 compatible functions\u201d, the data usable by \u201cSpriteStudio Professional\u201d can be created without displaying\/outputting attributes added at the \u201cOPTPiX SpriteStudio\u201d.<\/p>\n<p><\/div><\/div>\n<div class=\"su-spoiler su-spoiler-style-default su-spoiler-icon-chevron faqtoggle su-spoiler-closed\" data-scroll-offset=\"0\" data-anchor-in-url=\"no\"><div class=\"su-spoiler-title\" tabindex=\"0\" role=\"button\"><span class=\"su-spoiler-icon\"><\/span>ON\/OFF of the setting of the Part\u2019s Attribute.<\/div><div class=\"su-spoiler-content su-u-clearfix su-u-trim\"><\/p>\n<p>The round mark at the front of each attribute which is found in the \u201cGeneral\u201d of the \u201cAttribute\u201d window is for judging if \u201cthe attribute is used (set) in that Key-Frame\u201d.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" title=\"ON\/OFF of the setting of the Part\u2019s Attributes\" src=\"https:\/\/www.webtech.co.jp\/help\/wp-content\/uploads\/2013\/06\/attributeSwitch_en.png\" alt=\"ON\/OFF of the setting of the Part\u2019s Attributes\" width=\"547\" height=\"54\" \/><\/p>\n<ul>\n<li>If the round mark is blue, \u201cthe attribute is being used in the Key-Frame\u201d.<\/li>\n<li>If the round mark is white (shallow gray), \u201cthe attribute is not used in the Key-Frame\u201d.<\/li>\n<\/ul>\n<p><\/div><\/div>\n<div class=\"su-spoiler su-spoiler-style-default su-spoiler-icon-chevron faqtoggle su-spoiler-closed\" data-scroll-offset=\"0\" data-anchor-in-url=\"no\"><div class=\"su-spoiler-title\" tabindex=\"0\" role=\"button\"><span class=\"su-spoiler-icon\"><\/span>How to use NULL parts?<\/div><div class=\"su-spoiler-content su-u-clearfix su-u-trim\"><\/p>\n<p>The \u201cNULL parts\u201d is the special Sprite parts.<\/p>\n<p>This is the parts \u201cwithout cell to be displayed\u201d and \u201cwith attribute only\u201d.<\/p>\n<p>By making a good use of the \u201cNull parts\u201d, it is also possible to create animations with complex joint\u2019s structure and movements.<\/p>\n<p>To add the \u201cNULL parts\u201d, there are the following two methods:<\/p>\n<ol>\n<li>Press the \u201cAdd NULL Parts\u201d button located at the upper menu of the \u201cFrame Control\u201d window.<\/li>\n<li>Do the right click at the \u201cFrame Control\u201d window and select \u201cAdd NULL Parts\u201d at the menu displayed thereby.<\/li>\n<\/ol>\n<p>The following are some \u201ctypical use of the NULL parts\u201d:<\/p>\n<p>&nbsp;<\/p>\n<h3>1. As the \u201cReference Position of Sprite animation\u201d<\/h3>\n<p>When moving a created Sprite animation from programs, etc., the movement is normally given to the \u201croot parts (located uppermost of each animation and named as the \u201croot\u201d parts just after its creation)\u201d. The \u201croot parts\u2019 positional point\u201d is conveniently called a \u201crepresentative point\u201d herein. Then, which position is the best when this \u201crepresentative point\u201d is considered as the reference point of the whole animation to create?<\/p>\n<p>As an example, there is an \u201canimation of the running human (and animals)\u201d. In that instance, the representative point is often placed to the ground point of the foot. However, there are frequent cases that the work becomes easier if the animation\u2019s reference point is placed to the center of the body or alike.<\/p>\n<p>In this case, the root parts is specified as the ground point and one NULL parts is specified just under the root parts for controls from the program. Thereafter, by creating all the parts as the \u201cchild of the NULL parts\u201d, it will enable to \u201ccreate the animation with the reference point of the body center by taking the ground point as the representative point\u201d.<\/p>\n<p><img decoding=\"async\" style=\"vertical-align: middle;\" title=\"As the \u201cReference Position of Sprite animation\u201d\" src=\"https:\/\/www.webtech.co.jp\/help\/wp-content\/uploads\/2013\/06\/NULLParts02_en.png\" alt=\"As the \u201cReference Position of Sprite animation\u201d\" \/><\/p>\n<p>In the example of the above figure, the \u201cgreen X mark\u201d is the \u201croot parts\u2019 position (representative point) and the \u201cred round mark\u201d is the \u201canimation\u2019s reference point\u201d. The red arrow indicates the parent-child relation (The origin is parent and the destination is child.)<\/p>\n<p>&nbsp;<\/p>\n<h3>2. As the \u201creference position to let the hand hold something\u201d<\/h3>\n<p>Now, let\u2019s see an example of creating the \u201canimation of something held in the hand\u201d. In such instance, it is convenient if the NULL parts is created as the child of \u201chand\u2019s parts\u201d as for designating the mark\/position of \u201cholding something at this position\u201d as the \u201ccharacter\u2019s hand\u201d position.<\/p>\n<p>Especially in such cases as \u201cSomething held changes\u201d, \u201cSomething held is influenced by the hand\u2019s movements\u201d, it will be easy to \u201creplace something held\u201d if the NULL parts is already set as the reference point of holding\u201d. In addition, if a certain rule of the NULL parts\u2019 names etc. is decided in advance the process will be often easier to \u201cchange something held from the application program\u2019s side.\u201d<\/p>\n<h3>3.As the \u201cbone\u201d of animation with joints<\/h3>\n<p><img decoding=\"async\" class=\"rightfloat\" src=\"https:\/\/www.webtech.co.jp\/help\/wp-content\/uploads\/2013\/06\/NULLParts01_en.png\" alt=\"As the \u201cbone\u201d of animation with joints\" \/>To create 3D graphic animation, the \u201cscheme to control each part of animation is created. It is called the \u201cbone (or skeleton, previously)\u201d. The 3D model data created by the common bone can commonly share the \u201cmovement data\u201d in principle and can increase the efficiency of creating animations and alike. With \u201cOPTPiX SpriteStudio\u201d too, parts can be placed in the form of bones by building the parent-child relation with plural NULL parts.<\/p>\n<p>For example, by building the right \u201cParent-Child Relation\u201d with NULL parts and by attaching Sprite parts of respective regions as children of the respective NULL parts, animations of various poses can be created. Then, if the Sprite part is replaced by another one, it is also possible to create the same animation as another character.<\/p>\n<p>&nbsp;<\/p>\n<p>Likewise, the \u201cNULL parts\u201d has very important roles and merits as the parts to create \u201cpositions and movements of reference\u201d. By combining the above three roles, \u201csystematized\u201d animations with \u201csmooth movements\u201d, even if considerably complex, can be created easily and conveniently.<\/p>\n<p>The NULL parts has a considerably diversified use, so please try various ways so as to discover true merits of its use.<\/p>\n<p>Also, items of this chapter are referred to the<a href=\"https:\/\/www.webtech.co.jp\/help\/en\/spritestudio\/manual_document\/spriteanimation\/parent-child_relationship\/\"> \u201cParent-Child Relation\u201d of the \u201cFAQ: Sprite Animation\u201d<\/a> .<\/p>\n<p><\/div><\/div>\n<div class=\"su-spoiler su-spoiler-style-default su-spoiler-icon-chevron faqtoggle-last su-spoiler-closed\" data-scroll-offset=\"0\" data-anchor-in-url=\"no\"><div class=\"su-spoiler-title\" tabindex=\"0\" role=\"button\"><span class=\"su-spoiler-icon\"><\/span>The Setting Differences of inheriting (of Key-Frame Parameters) to SpriteStudio Professional and OPTPiX SpriteStudio<\/div><div class=\"su-spoiler-content su-u-clearfix su-u-trim\"><\/p>\n<p>The \u201cInheritance Settings\u201d is a functionality to set up which attribute value that is set at the parent parts will affect child parts or not.<\/p>\n<p>With the \u201cSpriteStudio Professional\u201d, \u201cSucceed or No Succeed\u201d and the \u201csuccession ratio (effect ratio)\u201d could be set per each attribute. But with the \u201cOPTPiX SpriteStudio\u201d, the functionality has been widely changed.<\/p>\n<p>With the \u201cOPTPiX SpriteStudio\u201d, each attribute value is made for the \u201cInheritance settings\u201d. The instances allowing to select the \u201cInheriting or Not Inheriting\u201d are the following cases only: \u201cOpacity\u201d, \u201cHorizontal Flip\u201d, \u201cVertical Flip\u201d, and \u201cHide\u201d.<\/p>\n<p>This change has been made in order to avoid troubles arising from the specifications and erroneous settings of hardware and game engines (as of the last year 2012).<\/p>\n<p><\/div><\/div>\n<h2>Cell Map, Cell List, Cell and Reference Image<\/h2>\n<div class=\"su-spoiler su-spoiler-style-default su-spoiler-icon-chevron faqtoggle su-spoiler-closed\" data-scroll-offset=\"0\" data-anchor-in-url=\"no\"><div class=\"su-spoiler-title\" tabindex=\"0\" role=\"button\"><span class=\"su-spoiler-icon\"><\/span>To change reference image (texture) during and after creating animation<\/div><div class=\"su-spoiler-content su-u-clearfix su-u-trim\"><\/p>\n<p>As cases to change reference image of the creating project, there may be the following two situations: \u201cTo replace the reference image file to another file\u201d and \u201cTo edit the reference image itself\u201d.<\/p>\n<p>At first, in the situation: \u201cTo replace the reference image file to another file\u201d, do the following operation.<\/p>\n<ol>\n<li>Right click on the \u201cCell Map\u201d.<\/li>\n<li>Select the \u201cChange Reference Image\u201d of the menu.<\/li>\n<\/ol>\n<p>Also, in the situation: \u201cTo edit the reference image itself\u201d, do the following operation.<\/p>\n<ol>\n<li>Select the desired image to change that exists in the \u201cReference Image\u201d of the \u201cProject\u201d window.<\/li>\n<li>Press the right click. The menu \u201cShow in Explorer\u201d will appear. Then, select it and specify \u201cthe file which is used actually\u201d.<\/li>\n<li>Save the project once and end \u201cOPTPiX SpriteStudio\u201d.<\/li>\n<li>Start the specified image by the graphic tools (OPTPiX imest, etc.), and process and save.<\/li>\n<li>Again, start \u201cOPTPiX SpriteStudio\u201d, and open the project which had been created up to 3).<\/li>\n<\/ol>\n<p>However, in either case of \u201cTo replace the reference image file\u201d or \u201cTo edit the reference image\u201d, and when the cell placement in the reference image has changed, it is necessary to readjust the cell cutout range. In this situation, when the pixel-size (of reference image) was simply scaled up or down with no change of the cell placement itself within the reference image, the cell cutout information will be changed automatically.<\/p>\n<p><\/div><\/div>\n<div class=\"su-spoiler su-spoiler-style-default su-spoiler-icon-chevron faqtoggle-last su-spoiler-closed\" data-scroll-offset=\"0\" data-anchor-in-url=\"no\"><div class=\"su-spoiler-title\" tabindex=\"0\" role=\"button\"><span class=\"su-spoiler-icon\"><\/span>To search object cell<\/div><div class=\"su-spoiler-content su-u-clearfix su-u-trim\"><\/p>\n<p>The \u201cCell List\u201d gathers cells and is managed for every \u201cCell Map\u201d individually. Therefore, use either method of the following in order to find to which cell list the cell used by the animation part belongs.<\/p>\n<ol style=\"list-style-type: lower-alpha;\" start=\"1\">\n<li>When the object parts are clicked on the \u201cFrame Control\u201d window, the object cell can be selected on the cell list.<\/li>\n<li>When the object parts are clicked on the \u201cLayout\u201d window, the object cell can be selected on the cell list.<\/li>\n<li>When each item in the \u201cCell Map\u201d of the \u201cProject\u201d window is selected, the cell list selected from the cell map is displayed in the \u201cCell Map\u201d window, and the check can be done whether the related cell is therein or not.<\/li>\n<\/ol>\n<p><\/div><\/div>\n<h2>Project<\/h2>\n<div class=\"su-spoiler su-spoiler-style-default su-spoiler-icon-chevron faqtoggle su-spoiler-closed\" data-scroll-offset=\"0\" data-anchor-in-url=\"no\"><div class=\"su-spoiler-title\" tabindex=\"0\" role=\"button\"><span class=\"su-spoiler-icon\"><\/span>How are environmental settings and project settings related?<\/div><div class=\"su-spoiler-content su-u-clearfix su-u-trim\"><\/p>\n<p>Environmental settings are information about settings saved for each user.<\/p>\n<p>They are saved in the SsOption.ssop file in <strong>My Documents\/SpriteStudio<\/strong>.<\/p>\n<p>The settings in the project menu are information about settings saved for each project. They are saved in the <strong>*.sspj<\/strong> file.<\/p>\n<p>When a new project file is created, the project setting contents are determined by inheriting the \u201cProject Default Settings\u201d of the environmental settings.<\/p>\n<p>So note that when the project default settings for the environmental settings are changed after creating or loading a new project, the changed settings are not used.<\/p>\n<p><\/div><\/div>\n<div class=\"su-spoiler su-spoiler-style-default su-spoiler-icon-chevron faqtoggle su-spoiler-closed\" data-scroll-offset=\"0\" data-anchor-in-url=\"no\"><div class=\"su-spoiler-title\" tabindex=\"0\" role=\"button\"><span class=\"su-spoiler-icon\"><\/span>What is the Reference Folder?<\/div><div class=\"su-spoiler-content su-u-clearfix su-u-trim\"><\/p>\n<p>In SpriteStudio, the location where the animations and cell map files registered in a project exist are saved as the relative path from the project file (.sspj) folder + reference folder.<\/p>\n<p>So, by changing the reference folder and using the same file name, data with different content is loaded, so, for example, an application may be to create Japanese-language and English-language images or cell map files, and switch them out for confirmation.<\/p>\n<p>The following are cautions when changing the reference folder after registering files.<\/p>\n<h3>Examples:<\/h3>\n<p>When the reference folder is empty, the following 3 files are registered in the project.<\/p>\n<pre>SsProject.sspj\r\n  Animations\/\r\n    anime.ssae\r\n  Cellmaps\/\r\n    cellmap.ssce\r\n  Images\/\r\n    image.png\r\n\r\n<\/pre>\n<p>In this situation, the following file names are registered in the project file.<\/p>\n<blockquote>\n<p>Animations\/anime.ssae Cellmaps\/cellmap.ssce<\/p>\n<\/blockquote>\n<p>A list of cell map file names that are reference are registered in anime.ssae.<\/p>\n<blockquote>\n<p>Cellmaps\/cellmap.ssce<\/p>\n<\/blockquote>\n<p>Reference image file names are registered in cellmap.ssce.<\/p>\n<blockquote>\n<p>Images\/image.png<\/p>\n<\/blockquote>\n<blockquote>\n<p><strong>Note:<\/strong>that with this situation, the above registered file names are not changed even iv the reference folder is changed.<\/p>\n<\/blockquote>\n<p>For example, if EnglishImages is specified in the reference image reference directory, and the project is restarted, EnglishImages\/Images\/image.png rather than Images\/image.png will be loaded.<\/p>\n<p>In other words, be aware that the reference folder must be set before files are registered.<\/p>\n<p>Specific procedures include creating the necessary reference folder in the folder where the project file is saved before creating the project file, or creating a reference folder on the project settings screen after creating a new project file, and then start to create the animation and cell maps after reloading.<\/p>\n<blockquote>\n<p><strong>Note:<\/strong>A reference folder is automatically created if one does not exist when a project is loaded.<\/p>\n<\/blockquote>\n<p><\/div><\/div>\n<div class=\"su-spoiler su-spoiler-style-default su-spoiler-icon-chevron faqtoggle-last su-spoiler-closed\" data-scroll-offset=\"0\" data-anchor-in-url=\"no\"><div class=\"su-spoiler-title\" tabindex=\"0\" role=\"button\"><span class=\"su-spoiler-icon\"><\/span>Why is .ssce display updated when importing several .ssax files that share the same image?<\/div><div class=\"su-spoiler-content su-u-clearfix su-u-trim\"><\/p>\n<p>When the first .ssax file is imported, a new .ssce file is created and saved. When a new cell is added when importing the next .ssax file, the status becomes an update state.<\/p>\n<p>Because, when a second or subsequent .ssax file is imported to a cell map that has already been added to the project, the .ssce file is treated as though a change has been made, the result is that auto save is not performed implicitly and the update display is as-is.<\/p>\n<p><\/div><\/div>\n<h2>Other<\/h2>\n<div class=\"su-spoiler su-spoiler-style-default su-spoiler-icon-chevron faqtoggle su-spoiler-closed\" data-anchor=\"deactivate\" data-scroll-offset=\"0\" data-anchor-in-url=\"no\"><div class=\"su-spoiler-title\" tabindex=\"0\" role=\"button\"><span class=\"su-spoiler-icon\"><\/span>I want to know how to deactivate license.<\/div><div class=\"su-spoiler-content su-u-clearfix su-u-trim\"><\/p>\n<p>1. Select the &#8220;Manage License&#8221; in the Help menu<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-21016\" src=\"https:\/\/www.webtech.co.jp\/help\/wp-content\/uploads\/2013\/09\/deactivate1.png\" alt=\"deactivate1\" width=\"520\" height=\"314\" srcset=\"https:\/\/www.webtech.co.jp\/help\/wp-content\/uploads\/2013\/09\/deactivate1.png 520w, https:\/\/www.webtech.co.jp\/help\/wp-content\/uploads\/2013\/09\/deactivate1-300x181.png 300w\" sizes=\"auto, (max-width: 520px) 100vw, 520px\" \/><\/p>\n<p>2. Click &#8220;Deactivate license&#8221;.<\/p>\n<p><a href=\"https:\/\/www.webtech.co.jp\/help\/wp-content\/uploads\/2013\/09\/deactivate2.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-21017\" src=\"https:\/\/www.webtech.co.jp\/help\/wp-content\/uploads\/2013\/09\/deactivate2.png\" alt=\"deactivate2\" width=\"334\" height=\"261\" srcset=\"https:\/\/www.webtech.co.jp\/help\/wp-content\/uploads\/2013\/09\/deactivate2.png 334w, https:\/\/www.webtech.co.jp\/help\/wp-content\/uploads\/2013\/09\/deactivate2-300x234.png 300w\" sizes=\"auto, (max-width: 334px) 100vw, 334px\" \/><\/a>3. Close SpriteStudio, <span id=\"result_box\" class=\"short_text\" lang=\"en\">And deactivate <span class=\"\">at the end<\/span><\/span> of the program.<\/p>\n<p><\/div><\/div>\n<div class=\"su-spoiler su-spoiler-style-default su-spoiler-icon-chevron faqtoggle su-spoiler-closed\" data-scroll-offset=\"0\" data-anchor-in-url=\"no\"><div class=\"su-spoiler-title\" tabindex=\"0\" role=\"button\"><span class=\"su-spoiler-icon\"><\/span>\u201cUV X\/Y Translation\u201d and \u201c(change of) Reference Cell\u201d of the single animation<\/div><div class=\"su-spoiler-content su-u-clearfix su-u-trim\"><\/p>\n<p>As the method of changing, with Key-Frame attributes, the image drawn by the Sprite\u2019s parts, the following two ways are available with \u201cOPTPiX SpriteStudio\u201d.<\/p>\n<ul>\n<li>To Change the \u201cReference Cell\u201d.<\/li>\n<li>To use \u201cUV X\/Y Translation\u201d.<\/li>\n<\/ul>\n<p>There is the basic rule to distinguish the use of these ways.<\/p>\n<p>The method to \u201cChange the Reference Cell\u201d of 1. is the same method used by the \u201cFrame Anime Method\u201d. For example, \u201c(eye) blinking\u201d, \u201clip sync\u201d, \u201creplacement of the item held in hand\u201d, etc. are handled by this method.<\/p>\n<p>The method of \u201cUV X\/Y Translation\u201d is the method used to \u201cScroll the image in the Sprite\u201d. For example, \u201cWafting clouds\u201d, \u201cFlowing\/shaking water surface\u201d, \u201cFloating mist\u201d, etc. . are handled by this method. Basically different from 1., it is used as one tool of the \u201cKey-Frame Method\u201d.<\/p>\n<p>With these two methods, the objectives of the \u201cattribute\u201d are clearly different but \u201cthe same task\u201d can be accomplished depending upon how to use them. To be accurate, the method of 2. can replace the method of 1. but not vice versa. In a concrete meaning, the same effect as the \u201cChange of Reference Cell\u201d can be obtained by setting one Reference Cell and then setting \u201cUV X\/Y Translation\u201d with \u201cNo interpolation\u201d in the Key-Frame.<\/p>\n<p>However, these two methods must not be used in mixture as the method of creating specific animations even if the same objective can be accomplished. If used in mixture:<\/p>\n<ul>\n<li>The content of data becomes not easy to understand.<\/li>\n<li>The maintenance and modification of data becomes difficult.<\/li>\n<\/ul>\n<p>These abuses will cause \u201cThe other people cannot understand the content of data\u201d, especially when the work is done jointly with other people.<\/p>\n<p>Therefore, it is recommended that the animation data must be created in the form of unified use of the available methods thereby meeting objectives.<\/p>\n<p><\/div><\/div>\n<div class=\"su-spoiler su-spoiler-style-default su-spoiler-icon-chevron faqtoggle su-spoiler-closed\" data-scroll-offset=\"0\" data-anchor-in-url=\"no\"><div class=\"su-spoiler-title\" tabindex=\"0\" role=\"button\"><span class=\"su-spoiler-icon\"><\/span>Processing becomes slow when exported to game engines, etc<\/div><div class=\"su-spoiler-content su-u-clearfix su-u-trim\"><\/p>\n<p>Nowadays, there are many GPUs (Graphic Processing Units) with the following features.<\/p>\n<ul>\n<li>Much time is required for switching textures used for processing.<\/li>\n<li>The square texture used for processing can be processed at higher speed.<\/li>\n<\/ul>\n<p>For these reasons, with the \u201cOPTPiX SpriteStudio\u201d,<\/p>\n<ul>\n<li>The number of the cell maps used by animation is reduced.<\/li>\n<li>The cell maps are better made to be square with four corners of 2n (2 powered by n) pixel.<\/li>\n<li>The cell map must ideally be used commonly even if plural animations.<\/li>\n<\/ul>\n<p>By implementing these matters, the drawing speed may be increased.<\/p>\n<p>The content of this chapter is also referred to regarding:<\/p>\n<ul>\n<li><a href=\"https:\/\/www.webtech.co.jp\/help\/en\/spritestudio\/manual_document\/spriteanimation\/texturesize\/\">The size of the texture in the \u201cSprite Animation\u201d<\/a><\/li>\n<li><a href=\"https:\/\/www.webtech.co.jp\/help\/en\/spritestudio\/manual_document\/spriteanimation\/animeparts_in_texture\/\">The cautions for placing each animation parts to the texture in the \u201cSprite Animation\u201d<\/a><\/li>\n<li><a href=\"https:\/\/www.webtech.co.jp\/help\/en\/spritestudio\/manual_document\/spriteanimation\/number_of_texture\/\">The number of textures to be used in the \u201cSprite Animation\u201d<\/a><\/li>\n<\/ul>\n<p><\/div><\/div>\n<div class=\"su-spoiler su-spoiler-style-default su-spoiler-icon-chevron faqtoggle su-spoiler-closed\" data-scroll-offset=\"0\" data-anchor-in-url=\"no\"><div class=\"su-spoiler-title\" tabindex=\"0\" role=\"button\"><span class=\"su-spoiler-icon\"><\/span>Where is the description about SSPJ\/SSAE\/SSCE file format?<\/div><div class=\"su-spoiler-content su-u-clearfix su-u-trim\"><\/p>\n<p>The overview about the formats of sspj\/ssae\/ssce file which OPTPiX SpriteStudio 5 handle can be found in SpriteStudio 5 SDK.<\/p>\n<p>Please look into the \u201cdocuments\u201d folder on the below page.<\/p>\n<p><strong><a title=\"SDK\" href=\"https:\/\/github.com\/SpriteStudio\/SpriteStudio5-SDK\" target=\"_blank\">\u00bbSpriteStudio 5 SDK page<\/a><\/strong><\/p>\n<p>For more information about the meaning of tags, how to load and to handle them, please refer to the C++ source code(like ssloader_ssae.* etc\u2026) in \u201cloader\u201d folder.<\/p>\n<p><\/div><\/div>\n<div class=\"su-spoiler su-spoiler-style-default su-spoiler-icon-chevron faqtoggle su-spoiler-closed\" data-scroll-offset=\"0\" data-anchor-in-url=\"no\"><div class=\"su-spoiler-title\" tabindex=\"0\" role=\"button\"><span class=\"su-spoiler-icon\"><\/span>The Sprite\u2019s position is misaligned when play<\/div><div class=\"su-spoiler-content su-u-clearfix su-u-trim\"><\/p>\n<p>When data is mounted to the application, there are such cases as the Sprite parts are misaligned or the parts show unexpected movements of blurring.<\/p>\n<p>In particular, they are the symptoms appearing when using rotation and scaling.<\/p>\n<p>When these symptoms appear, check:<\/p>\n<ul>\n<li>If the origin (the pivot pixel position) of the cell is an odd number.<\/li>\n<li>If the size of the cell is an odd number.<\/li>\n<\/ul>\n<p>If so, modify \u201cthe origin (the pivot pixel position) of the cell\u201d and \u201cthe size of the cell\u201d to become even numbers without fail.<\/p>\n<p>However, there are some cases that the above symptoms will appear even when the cell size and the original point position are even numbers.<\/p>\n<p>The content of this chapter is also referred to : <a href=\"https:\/\/www.webtech.co.jp\/help\/en\/spritestudio\/manual_document\/spriteanimation\/animeparts_in_texture\/\">\u201cThe cautions for placing each animation parts to the texture\u201d in \u201cSprite Animation\u201d .<\/a><\/p>\n<p><\/div><\/div>\n<div class=\"su-spoiler su-spoiler-style-default su-spoiler-icon-chevron faqtoggle su-spoiler-closed\" data-scroll-offset=\"0\" data-anchor-in-url=\"no\"><div class=\"su-spoiler-title\" tabindex=\"0\" role=\"button\"><span class=\"su-spoiler-icon\"><\/span>What is the origin position for the layout information?<\/div><div class=\"su-spoiler-content su-u-clearfix su-u-trim\"><\/p>\n<p>With version 4, the origin was always at the top left of the reference frame.<\/p>\n<p>For this reason, in order to have the origin at the feed of the character, as in the sample comipo data, the XY coordinates of the root part must be set to be near the feet of the part that is to be the reference point.<\/p>\n<p>However, if this is done, because, for example with SSP for Unity, XY for the root parts is unnecessarily offset when a different animation is suspended off of some parts of another animation, it becomes necessary to set the XY for the root parts to 0,0 to avoid this.<\/p>\n<p>But when doing this, on Version 4, since the origin is the top left of the reference frame, portions positioned higher and more to the left of the reference frame may not be visible because the fall outside of the layout window.<\/p>\n<p><strong>Note: The XY for root parts is ignored with SSP for Unity.<\/strong><\/p>\n<p>So, the troublesome operation of making the [Margins] for [Animation Settings] large, and setting values so that the root parts origin is generally in the center of the layout window, were necessary to avoid this situation.<\/p>\n<p>Essentially, animations that were to be expressed on the entire screen, in other words ones that were created with a layout that has UI parts arranged, are standard, and are no suitable for creating simple character animation in which the pivot is placed somewhere other than the top left, in other words the center or feet.<\/p>\n<p>This feature was added so that for either application, this could be switched with a single origin setting. However, the margin settings have been eliminated instead because usage was limited.<\/p>\n<p><\/div><\/div>\n<div class=\"su-spoiler su-spoiler-style-default su-spoiler-icon-chevron faqtoggle-last su-spoiler-closed\" data-scroll-offset=\"0\" data-anchor-in-url=\"no\"><div class=\"su-spoiler-title\" tabindex=\"0\" role=\"button\"><span class=\"su-spoiler-icon\"><\/span>Is it possible to use in tablet mode of Windows 10?<\/div><div class=\"su-spoiler-content su-u-clearfix su-u-trim\"><\/p>\n<p>Use in tablet mode is not supported.Because there is a specification on the problems of the tablet mode.<\/p>\n<p>Please be used in desktop mode in Windows 10.<\/p>\n<p><\/div><\/div>\n","protected":false},"excerpt":{"rendered":"<p>Parts (Sprite) Cell Map, Cell List, Cell and Reference Image Project Other<\/p>\n","protected":false},"author":33,"featured_media":0,"parent":4145,"menu_order":105,"comment_status":"closed","ping_status":"closed","template":"page_eng_ss.php","meta":{"_acf_changed":false,"footnotes":""},"tags":[],"class_list":["post-4148","page","type-page","status-publish","hentry"],"acf":[],"_links":{"self":[{"href":"https:\/\/www.webtech.co.jp\/help\/wp-json\/wp\/v2\/pages\/4148","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.webtech.co.jp\/help\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/www.webtech.co.jp\/help\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/www.webtech.co.jp\/help\/wp-json\/wp\/v2\/users\/33"}],"replies":[{"embeddable":true,"href":"https:\/\/www.webtech.co.jp\/help\/wp-json\/wp\/v2\/comments?post=4148"}],"version-history":[{"count":0,"href":"https:\/\/www.webtech.co.jp\/help\/wp-json\/wp\/v2\/pages\/4148\/revisions"}],"up":[{"embeddable":true,"href":"https:\/\/www.webtech.co.jp\/help\/wp-json\/wp\/v2\/pages\/4145"}],"wp:attachment":[{"href":"https:\/\/www.webtech.co.jp\/help\/wp-json\/wp\/v2\/media?parent=4148"}],"wp:term":[{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.webtech.co.jp\/help\/wp-json\/wp\/v2\/tags?post=4148"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}