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AI Spine animation tools compared

Several tools now promise Spine animation from AI. They differ less in the AI than in what they take in and what they hand back. This page lists the ones we know about, what each says about itself, and where Riggy fits. Checked on Sep 30, 2026. Prices and availability change — check each site before you decide.

The tools side by side

As stated on each product's site, Sep 30, 2026
ProductInputOutputPriceStatus
RiggyYour layered PSD, or PNG layers at canvas sizeSpine 4.2 skeleton.json, atlas and pagePay per turn; the rigs in our examples took one turn each, $0.26–$0.56Open for sign-up
Godmode AIOne character PNG; the AI cuts it into partsSpine 3.5–4.2, WebM, GIF; about 400 motion clips in 14 categories3 free credits; $32 for 30, $100 for 125, or $29/monthNew uploads by invitation (service upgrade)
SpineFactoryOne PNGSpine 4.2 and MP4: idle, land and win animationsTo be announced; the Creator plan runs on your own Claude keyClosed beta by application
SLEMGenerates the art itselfPreset animations (idle, win pop, anticipation); Spine JSON in betaFree tier with 400 credits; $100, $500 or $1000 per month; 40–60 credits per symbolAvailable
Spine2d.netText promptSpineNot listedSays it has 35,000+ users
Keyframe.itImages or PSD layers; you build the bone rig in the browser editorSpine 3.8/4.2 JSON and .skel, GIF, sprite sheets, videoFree; the AI runs on your own API keyAvailable; MCP server on npm
Genielabs spine-animation-aiWorks inside Claude as a skillSpine animation through ClaudeFree, non-commercial licenseOpen source on GitHub
spine-mcp and other MCP serversPSDA Spine 4.2 rig through your own AI clientFree, open sourceSeveral independent projects

Each product name links to the page the row was taken from. Riggy's price comes from the rigs in our examples, each shown with the turn that built it.

The main difference: what goes in

Godmode AI and SpineFactory start from a single picture and let the AI cut it into parts, redrawing the joins it cannot see; SLEM draws the art itself. Riggy starts from the layers your artist already made: each part is taken from its layer pixel for pixel, with layer masks, group masks and clipping groups applied. For a studio that already has layered art, that is the difference between parts that look like the art and the art itself. How Riggy reads a PSD.

What else sets Riggy apart

  • Edits by sentence: "the gold lags a bit more", "slow the idle down" — the motion is written for this rig, not picked from a pack that looks the same on any picture.
  • Exact Bezier curves from your spec are taken as is, in the absolute form Spine 4.2 stores. The curve converter shows the format.
  • Open today: sign up and start, no invitation or beta list.

Where the others are stronger

  • You have one flat picture and no layers: Godmode AI and SpineFactory cut it for you, Riggy does not.
  • You want a free editor: Keyframe.it is free, imports PSD layers and runs its AI on your own key; you build the rig yourself in the browser.
  • You want a ready library of motions: Godmode AI lists about 400 clips in 14 categories and SLEM has presets such as idle and win pop.
  • You need video or GIF: Godmode AI, SpineFactory and Keyframe.it export it; Riggy exports Spine data only.
  • You have no art at all: SLEM generates it; Riggy rigs your art and does not draw it.

The runtime licence applies to all of them

However a Spine file is made, the official runtimes that play it in a game are licensed by Esoteric Software. Spine runtime licensing explains what that means, and what Spine animation costs puts the licence next to hiring an animator.

Try it on your own layers

Sign up, drop a layered PSD and say what should move.

Animate your own PSD