This repository is a work-in-progress version. No warranty or support is provided for this repository, and we cannot respond to feature requests or bug reports. Interfaces may change without notice. A migration guide for v1.x users will be provided as a separate document.
A plugin for playing back animations created with OPTPiX SpriteStudio inside Godot Engine.
Animation playback uses libssruntime provided by SpriteStudio7-SDK.
The diagram below shows how data flows through the plugin from authored assets to in-game playback.
Diagram legend
- Shapes:
[ ]data/files,( )libraries/components,[[ ]]tools/applications- Arrows:
-->data flow,-.->dependency/reference- Borders: dashed borders indicate generated files.
graph LR
subgraph Assets ["Project assets"]
SS[" .sspj / .ssae / .ssce "]
IMG[" Image files / .png "]
end
subgraph Convert ["Convert (choose one)"]
DOCK[[" SS Import Dock<br>(built into Godot Editor) "]]
CLI[[" ssconverter-cli<br>(SS7-SDK Releases) "]]
SS --> DOCK
SS --> CLI
DOCK --> BIN[" .ssab / .ssqb "]
CLI --> BIN
end
subgraph Runtime ["Godot runtime (playback)"]
BIN --> RES(" SSABResource ")
RES --> NODE(" SpriteStudioPlayer2D ")
NODE -.-> RT(" libssruntime ")
IMG --> NODE
NODE --> RENDER[[" Godot rendering "]]
end
classDef generated stroke-dasharray: 5 5;
class BIN generated;
There are two ways to convert .sspj to .ssab / .ssqb. Files produced by either method are loaded as SSABResource / SSQBResource in Godot. See USAGE.md for details.
- Nodes
SpriteStudioPlayer2D: ANode2D-based node for playing back SS animations.
- Resources
SSABResource: Resource representing a converted animation binary (.ssab).SSQBResource: Resource representing a converted sequence binary (.ssqb).
- Editor extension
SS Import Dock: An import control that converts.sspjto.ssab/.ssqbvialibssconverter.
- Godot Engine: 4.6 branch
- godot-cpp: 4.5 branch
Build and execution have been verified on Windows / macOS.
The shortest path: download a prebuilt GDExtension and use it without any local build.
Download a 4.6-series editor from the official site.
Download the GDExtension package for your target platform from the SSPlayerForGodot Releases page.
Copy the downloaded GDExtension files (the addons folder inside the ZIP) directly into your Godot project's root directory.
When placed correctly, res://addons/spritestudio/spritestudio.gdextension should exist.
After restarting the Godot editor, the SpriteStudioPlayer2D node and the SS Import Dock become available.
For converting .sspj and playing it back via SpriteStudioPlayer2D, see USAGE.md.
Sample projects are available under the examples folder.
Note: Existing samples were created for the v1.x
.sspjdirect-load workflow and need to be migrated to the current.ssab/.ssqbworkflow before they will run on this branch. They will be updated alongside the migration guide.
- feature_test — Basic functional test (custom-module build)
- feature_test_gdextension — Basic functional test (GDExtension build)
- mesh_bone — Character animation using mesh, bone, and effect features
- particle_effect — Effect feature sample
If you want to build the GDExtension or a custom-module Godot Engine yourself, or to develop the plugin in parallel with SS7-SDK, see BUILD.md.
- SpriteStudio7-SDK — The SDK itself, providing
libssruntime/libssconverter
See LICENSE.txt.