I agree with the above, but I can explain a little bit more to make it well understandably.
The animator would be better than the actual just adding some new stuffs.
The first one is about a alignment system, where you can automatic align your sprites just clicking on one of the 9 alignment buttons, they are Left Upper, Upper, Right Upper, Middle Left, Middle, Middle Right, Left Down, Down, Right Down, so, after you select one of them, your sprite will be aligned by that point, starting all the rotate, recize, offset and any other actions by that point of reference, and that point of reference will the the reference for this sprite when you make it anchored in another sprite, like a arm, you clicked on the Left Upper to align it and give it a reference point, now you do a little bit of offset to perfect match the aligning reference point the exactly point where is the should of this arm.
Anchoring this arm in a torso, I placed the anchor point where have the area to the shoulder on the torso, and the torso to shot the arm, right? so, that point will shot the arm, and the shoulder will be perfectly placed where it need to be, so, if I would like to make some animations on the arm, I can do it just editing the arm, if I want to rotate this arm individual, I can, just rotating it inside the arm animation, but if I would like to rotate it without making any change in the arm animation, I can do it using the torso animation, just rotating and changing the setup of that anchor point, so I can use this same arm to make the front arm and the back arm without needing to redraw it or make another animation.
Cleaning up my explanation, What I said is, I can do animations inside one animation, I can do animations on anchored points, that don't affect inside the anchored animation, but affect outside, like resizing the anchored item, rotating, offsetting it, etc, but the anchored animation still that, intact, the only one affected it the anchor point represented by that animation.
So, following this line, you can do a full body, and in a simple way you can do a multi-part gadget without needing to design all the sprites for each situation, because you can build it inside the software.
Look it, like that attached image on the first post, I did a body, I did a animation for the legs, I attached the legs on the body and aligned it to make the reference point Upper, so, I shotted the legs on the body and make the anchor point immediately down his torso, in the middle of his body, so, the legs are animated for two situations, the first is standing, the second is walking, the legs animation will follow this conditions to happen, but the body can have more situations, so, this two animations are independent of each other, happening different things for each one in every situations. Oh, I would rotate the legs a little bit when walking, but I don't want make it using the legs animations, because the legs will be used in another body for another player, who don't rotate his legs, so, in the first body I shotted the legs in the anchor point and rotated the anchor point a little bit with the animations happening, like a rotation costing 3 seconds. It don't need to be necessarily legs, think about arms, shield, weapons, spells, a boss with huge and independent legs, like a giant spider, or a Dinosaur, where you can shot his giant parts and just rotate his anchors points, resizing it and making everything necessary to make various sizes and different aspects of the same Dinosaur, using the exactly same base animations, just resizing, etc, etc, his anchor points. Oh, and the main body? You can easily workaround it with a torso animation shotted in the middle =P
It become nice when you can see what you're doing, I did a system like this for a game in GM, but you can't think how the hell it give me pain, because I don't know to programming, but I can say for you, I know what We, users, need to have a perfectly tool, it I really know.

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