Game character animations for Spine: idle, walk, attack, hit, death
Riggy makes the set of animations a game needs for your own character, in Spine 4.2. Upload one PNG or JPG, or a layered PSD, and get idle, walk, run, jump, attack, hit and death on the same skeleton. Ready motions are added from a list; anything else you describe in a sentence and the AI writes it. You download a skeleton.json, an atlas and its page that Unity, Godot, Phaser and Pixi play.
A combat set on one skeleton
A monster for an RPG, rigged from a layered PSD of 16 layers: idle, attack, hurt and death, played by the official Spine Web Player. Every prompt and every fix is in A game monster's combat set in Spine. Starting from one flat picture instead? The robot in Turn a PNG or JPG into a Spine animation was cut into parts first.
From a picture to a set, step by step
- Upload the picture and say what it is. “A goblin warrior with a club, side view.” For one flat picture Riggy answers with a cut plan: the parts by name.
- Check the plan and press Cut. A layered PSD skips this step.
- Add the actions. Walk, run, jump and a punch from the template list; the rest in one sentence, for example: “Four animations: idle with breathing, attack with the club and an event
hitat the impact, hurt, and death that ends lying on the ground.” - Check each one in the player and fix what is off with a sentence or the mouse.
- Download the Spine files for your engine.
Walk and run play in place. Moving the character across the level, switching between animations and reacting to events is done in your game code.
The usual set, and how each action is made
| Action | How to get it |
|---|---|
| Idle (loop) | In words: “breathing, a slow head turn, the cape sways”. A slot symbol or a prop also has the Idle template. |
| Walk, run (loop) | Walk and Run templates for a character drawn from the side; in words otherwise. |
| Jump (once) | Jump template, or in words. |
| Attack (once) | Punch template for a straight punch; a swing of a weapon or a spell cast in words, with an event at the impact. |
| Hit (once) | In words: “gets hit by a big projectile, staggers back, recovers to idle”. |
| Death (once) | In words: the character falls and stays lying on the ground. |
| Victory (once) | In words: “both arms up above the head, a small jump”. A slot symbol has Pop. |
Ready motions: from a list, free
“+ Animation” next to the animation tabs opens a list of ready motions. For a character the list has Walk, Run, Jump and Punch: motion-capture clips from the CMU Graphics Lab Motion Capture Database, laid onto your character's bones. Riggy finds the hips, thighs, shins, torso and arms by the bone names, and you can name them yourself. For a slot symbol or a prop the list has Idle, Pop and Land.
You watch the motion play on your own art, set its speed and strength, and press Add: it becomes an ordinary animation you can reshape with a sentence or the mouse. Previewing and adding a template runs no model and costs nothing; reshaping it later with a sentence is an ordinary turn.
The character templates need a character drawn from the side and a rig with the bones they move: legs with knees for walk, run and jump, an arm with an elbow for the punch, and a torso and hips. When something is missing, the template card says what; a front-facing character gets its moves from a sentence.
Everything else, in a sentence
- Describe the action the way you would to an animator. “Attack: wind up, swing the club down, hold for a moment, back to idle.” The AI recognises what the asset is — a humanoid, a four-legged creature, a flyer, a slot symbol, a prop — follows a recipe for that type and action, places the bones and writes the keys.
- Events for your game code. Ask for an event at the moment of impact —
hit,footstep— and the runtime reports it to your game, so a sound or a damage number lands on the right frame. - Pay for what the model does. A chat turn is charged by the tokens it uses, and its price is shown next to it; templates and mouse edits cost nothing. Pricing.
- Correct it. Another sentence (“the fist higher”, “hurt a little slower”), or stop on a moment of the animation and turn a bone with the mouse; mouse edits are free. Every turn is a version you can roll back to.
From one picture or a layered PSD
One flat PNG or JPG is cut into parts, and the areas each part hides — a shoulder under the arm, the top of a leg under the body — are painted in, so the parts overlap at the joints and gaps are less likely when they move; check the joints in the preview. Clear outlines and limbs held away from the body cut most cleanly. A layered PSD skips the cut: PSD to Spine. More about starting from one image: AI Spine animation from one character image.
Into your game
The export is plain Spine 4.2 data — skeleton.json, a .atlas file and its page .png, the part images and a readme — with every animation on one skeleton. Step by step for Phaser 4, PixiJS 8 and Unity; Godot and any engine with an official Spine 4.2 runtime play the same files. One animation also downloads as an MP4 or a GIF, for a trailer or a store page.
What it does not do
- It does not draw the character. Bring your own art; the AI paints only the areas the parts hide.
- No particles and no lighting effects. Put them on an event in the engine.
- Templates are for side views. A front-facing or three-quarter character is animated from sentences.
- Shipping needs a Spine license. Whoever integrates the official Spine runtimes into a game needs a valid Spine Editor license at the time of integration; Riggy does not include it — what that means.
FAQ
- Can AI make attack, hit and death animations for my Spine character?
- Yes. Upload your character as one PNG or JPG or as a layered PSD and describe each action in a sentence; Riggy places the bones and writes the animations on one skeleton. Ask for an event at the moment of impact and your game code hears it.
- Is there a ready walk or run cycle?
- Yes, for a character drawn from the side whose rig has legs with knees, an arm with an elbow, a torso and hips: Walk, Run, Jump and Punch are motion-capture templates laid onto your character's bones. Previewing and adding one runs no model and costs nothing. Walk and Run play in place.
- Does it work from one picture?
- Yes. One flat picture is cut into parts and the areas each part hides are painted in, so the parts overlap at the joints and gaps are less likely when they move. A layered PSD skips the cut.
- Which game engines play the result?
- The result is Spine 4.2 data: Unity, Godot, Phaser, Pixi and any engine with an official Spine 4.2 runtime play it. One animation also downloads as an MP4 or a GIF for a trailer or a store page.
- How much does it cost?
- There is no subscription. A chat turn is charged by the tokens the model uses, and its price is shown next to it; the Cut button shows an estimate, and the final charge follows the parts returned. Templates, mouse edits and exports cost nothing. The balance is topped up in USDT or USDC, with no card payments yet; a new account starts with a small balance to try it.
- Do I need a Spine license to ship the animations?
- Riggy writes the data with code. Whoever integrates the official Spine runtimes into a game needs a valid Spine Editor license from Esoteric Software at the time of integration; Riggy does not include it.