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Character symbol animation for Spine 4.2

A character symbol made of jelly. Its back ripples while the puddle under it stays put, it squashes when it lands, and on a win its tail puffs up into a ball. The ripples and the win are mesh animation set up in chat, without placing a single mesh point by hand.

The rig

Jelly worm, rigged by Riggy and running in the Spine runtime
jelly-worm · 9 parts · idle, drop, win · spine 4.2

Jelly worm

A character symbol made of jelly. Its back ripples while the puddle under it stays put, it squashes when it lands, and on a win its tail puffs up into a ball. The ripples and the win are mesh animation set up in chat, without placing a single mesh point by hand.

Made in a conversation, not one sentence — read how, prompt by prompt.

  • 9 parts
  • 3 animations
  • Claude Sonnet 5
  • Oct 4, 2026

skeleton.jsonskeleton.atlaspage.png

Plain Spine 4.2 files. Playing them in your own product needs a Spine runtime licence from Esoteric Software — what that means.

How it was made

  1. Drop the layered PSD. Each layer becomes a part with its own image; groups tagged [bone] become bones, and layer masks define the shape of a part.
  2. Say what should move. Describe the motion in a few plain prompts and correct it the way you would brief an animator — the model builds the bones, the animations and the mesh shapes.
  3. Export for your engine. The result is plain Spine 4.2 data — skeleton.json, an atlas and its page — with idle, drop, win.

Animate your own symbol

Drop a layered PSD, say what should move, and get a Spine 4.2 skeleton with animations.

Animate your own PSD