

I say this because, even if a given piece of animation software can mesh warp sprites (as Godot cannot), if Godot doesn't know what to do with that functionality then you have to export to a sprite sheet, which IMO defeats the purpose of tween animation since you wind up with massive sprite sheets depending on how smooth the animation is, which is completely unworkable if your resolution and/or your characters are large enough in other words it's limiting, and it's inefficient, dramatically increasing your game's file size and the amount of RAM a computer needs to have to run the game at all. I wouldn't recommend Spriter or any other external animation software unless there's some really tight integration with Godot itself, otherwise there's no point as Godot's animation features are advanced enough to do most anything you want in there. It's as close as you'll get to Photoshop or Clip Studio Paint (Manga Studio) for F R E E I'd say Krita is your absolute #1 choice for FOSS (free open-source software) drawing and painting, I use it both for high resolution sprites and pixel art, it can handle both easily, not to mention for concept art and illustrations and logos and any other graphical need I have. Krita actually has some built-in animation features, though it's pretty bare bones. I create my sprites and hand-animate them when necessary in Krita, and any tweening is done in Godot itself. and all for an unique functionality (mesh). but reality is hard, and spine become a standard and spriter become an incomplete app. Spriter kikstarter is previous that Spine kickstarter and win in money to spine project. It´s a pitty, the main concept is cool, but buggy. I think that Spriter is a semi-dead project, I buy their pro version 2 years ago and aparently no new functionality has done in this time, maybe is a free-time-develop-software from an independent developer that works in other projects or go university or something like that. It will be very easy to write a runtime to export spriter-godot (there is nothing that you can do with spriter that you can´t do with animation player node) but there is no interest in do that, so, Spriter, for the moment, is a time overhead to the develop pipeline in godot and does not provide extra functionality. And Spriter haven´t runtime for godot (and have a runtime for construct2 for the love of god!). Mesh animation of Spriter is an old promise that never become real thing, only a buggy hidden feature. Spriter is cool, but godot handles the full functionality of spriter yet, if i need extern animation i use directly aseprite or pixeledit, and for non pixel animation, i use Dragonbones, that in new version handles mesh animation (that godot lacks).
