A SpriteStudio project (.sspj) is converted to .ssab (animation binary) and .ssqb (sequence binary), placed inside the Godot project, and consumed from SpriteStudioPlayer2D.
There are two conversion methods. Files generated by either method are loaded as SSABResource / SSQBResource.
When the editor starts, a SpriteStudio import control is added to the project dock. First, configure the output directory for the conversion artifacts.
- Default output directory:
res://ssab_generated - Setting key (project settings):
spritestudio/output_directory
The output directory can be changed via the Browse button or the input field on the import control.
Conversion is triggered by either of the following:
- Drag and drop a
.sspjfile onto the editor window - Re-run from the recent files history shown on the import control
A progress dialog is shown during conversion. When complete, .ssab (per anime pack) and .ssqb (per sequence) files are generated under the output directory.
Download ssconverter-cli for your target platform from the SpriteStudio7-SDK Releases and convert .sspj from the command line.
Windows:
.\ssconverter-cli.exe path\to\your.sspjmacOS / Linux:
./ssconverter-cli path/to/your.sspjThe conversion results are written to <sspj name>_ssab/ next to the source .sspj, as .ssab / .ssqb files.
Rename this directory as desired and copy it into your Godot project to make the files loadable as SSABResource / SSQBResource.
This is useful when integrating conversion into a CI / build pipeline, or when running conversions without launching the Godot editor. For detailed ssconverter-cli options, see SpriteStudio7-SDK/cli/README.md.