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
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
- 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.
- 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.
- Export for your engine. The result is plain Spine 4.2 data — skeleton.json, an atlas and its page — with idle, drop, win.