Getting started with Riggy in three steps
Drop in layered art, say what should move, fix the rest by hand. The three steps from a PSD to an animation your game engine plays.
What Riggy does
Riggy turns layered art into a Spine 4.2 animation. You describe the motion in the chat on the left, the model builds the bones and the animations, and the canvas on the right plays the result as it changes.
There is no editor to learn first. Everything the model does you can also adjust yourself: with the mouse on the canvas, or with another sentence.
The three steps
- Add art. Drop a PSD with one layer per moving piece, or a set of PNGs, onto the page. Every layer becomes a part of the rig, and the chat shows a summary of what came in and what was skipped.
- Say what should move. Ask for one animation per message and give it a name: what moves, how far, how fast, and whether it loops.
- Fix it by hand. Drag a part or a bone on the canvas, step through the moments of an animation, and undo anything with Ctrl / ⌘ + Z.
What you get
Export downloads an archive with skeleton.json, the .atlas file, its page image, the part images in images/ and a readme.txt. Any engine with an official Spine 4.2 runtime plays them.