Riggy
Spine 4.2中文Sign in

Your character image in. Rigged Spine animation out.

Drop one character picture — a flat PNG or JPG, or a layered PSD — describe the motion in a sentence, and get a Spine 4.2 skeleton with an atlas and animations. No rigging tool, no Spine experience needed. The rig on the right is real: it runs in the official Spine runtime, and it was built by the thing this page is about.

Animate your imageAn email and a password, nothing to confirm; $1.00 on the balance to start. Have an account? Sign in
01

Drop the art.

One flat PNG or JPG — Riggy cuts it into parts and paints in what each part hides — or a layered PSD, or a folder of PNGs. PSD masks, clipping groups and folder opacity are read the way Photoshop composites them. How a picture is cut →

Canvas 1024×1024, origin at the
bottom center of the canvas.
Parts bottom to top (5):
  1. Basket Back — 737×301,
     overlapped from above by 99%,
     inside the frame 'Basket Front'
  2. Gold — 624×451
  3. Basket Front — 764×547
  4. Wheel — 197×208, not overlapped
  5. Wheel2 — 181×195, not overlapped
02

Say what should move.

Plain words, not a spec. The model places the bones, keys the timelines and follows a craft reference measured on official Spine examples — durations, amplitudes, where curves belong.

idle — next animation. In it the cart is as if rolling along the rails and bouncing a little. Along with the cart, the gold bounces a little too, from the inertia.
the line that built the rig above, translated from the Russian
03

Ship it.

Plain Spine 4.2 JSON and an atlas. Drops into the Stake Engine web SDK, Pixi, Unity or anything that reads Spine.

skeleton.json
skeleton.atlas
page.png
images/
readme.txt

Another one, and it is not the same rig twice.

Different art, different problem. The cart is one rigid body on two wheels; this is a crate of loose things — six sticks, a cord and two flames, on more than three times the bones. The sticks breathe on staggered timings so the pile does not move as one block, and the flames flicker on periods of their own.

Both rigs on this page came out of the same chat window, and both are playing here from plain Spine 4.2 files — the same ones the export gives you.

It explains where it put the bones, and why.

Not a preset pack that comes out the same whatever the artwork is. Both rigs above came back with the reasoning behind them, in the model’s own words:

The rig has five parts, correctly laid out, but they all still hang on root, so squashing the wheels on their own and giving the gold its own inertia is impossible. Adding a minimal hierarchy, cart_body → wheels / gold; the images stay where they are when they are re-parented.

I’ll take the wheel rotation out of idle and leave drop as it is — there the wheel squash is part of the impact. I’ll stretch idle to about 2.4 s and replace the two even jolts with a run of bounces of different heights, some of them close together; the gold gets a more noticeable lag and amplitude.

In idle I read dyn3 as the stick that was hit: it is the centre one, the one with the live cord and flame. I leave its motion alone and adjust only dyn1, dyn2, dyn4, dyn5 and dyn6.

The rightmost one by its visible bounds is dyn1. I’ll reduce only the amplitude of its rotation in idle, and leave the bounce and the deformation alone.

What it actually does.

Reads layered PSD — masks, clipping stacks, folder opacity, hidden layers skipped.

Reads PNGs too, and cuts one flat picture into parts with the hidden areas painted in.

Places bones, parents them, and keeps the art where it was on the canvas.

Keys idle and loop motion: sway, bounce, secondary motion with lag.

Turns a flat part into a mesh so it can rotate in pseudo-3D, up to 45°.

Edits, not just builds: rename, delete, re-parent, recolor, re-time, duplicate.

Every turn is a version. Roll back in one click.

Live preview on the official runtime while you talk.

What it does not do.

Bring your own character image. Riggy can separate it into parts, paint hidden areas and animate it; it does not generate the initial character from a text prompt. No particles, no lighting FX, no curve editor. It rigs and it loops. A hero symbol still wants a real animator — this is for the twelve other slot symbols and the week they would have taken.

It writes Spine 4.2 JSON and an atlas. Shipping that with the official Spine runtime needs your own Spine Editor licence from Esoteric Software — the tool does not change that, and does not include it.

What that means →

Pay for turns, not seats.

No subscription, no seat fee, no API key to set up. Every message goes to a language model, and that is what costs money — so you pay for the turns you make. Your balance is topped up in USDT or USDC, and a turn’s price is shown next to it in the chat, every time.

The minecart above$0.26
A dynamite crate, 11 parts$0.56
Eye symbol: three animations, three prompts$0.35

Want to try it on your own art?

Every new account starts with $1.00 on the balance and two example projects — enough for a first rig like the minecart above. After that you top up, or ask for demo credits.

Create an account