SpineFactory · 2D image → Spine pipeline
One image. Fully rigged. Animated.
SpineFactory turns a single 2D illustration into a rigged, animated Spine skeleton, right in your browser. It cuts the art into parts, builds the skeleton and directs the first animations — then exports the skeleton, atlas and textures as Spine 4.2 data for your game's Spine runtime.
In goes a picture, out comes a character
Real, unretouched output — zero hand-made keyframes. The art stays pixel-identical to the source; only the hidden slices are filled in.
What the factory does
Cut-first sheet builder
Parts are cut straight out of your image — pixel-exact art and placements, segmented automatically. Only the areas that were hidden behind other parts get filled in, nothing is repainted.
AI auto-rig
Bones, meshes and weights are assembled from the cut parts and your answers in the guided setup. A full skeleton in minutes — you approve every outline before it is built, and can move any joint afterwards in the editor.
Directed animations
Idle, land and win clips are directed from your answers and baked onto the rig. After that you change the motion in plain words — “calmer idle”, “bigger win pop” — and the assistant re-keys it for you.
FX & Spine export
Layer effects from the FX library, watch it in the live preview, and export a skeleton.json + atlas + textures zip — PNG or GPU-compressed KTX2 — in the Spine 4.2 format, for the Spine runtime of your engine. Any clip also saves as a 1080p MP4.
You approve every cut
Cut review puts each outline in front of you before the rig is built — click to re-outline a piece, paint it, drag its points, or add a second region for a part that continues elsewhere. Nothing is built behind your back.
Nothing is a one-way door
Every change — an editor save, a re-cut, an assistant request — stores a version first. Undo takes back unsaved edits; History restores any earlier version and keeps the state you left as the way back.
The line
Upload
Drop one PNG — a character, a slot symbol, a mascot. Your art, cut and rigged as it is.
Cut
Segmentation slices the art along its real edges; you approve each outline.
Rig
Skeleton, meshes and weights are built from the cut parts and your answers.
Animate
Idle, land and win come out of the setup — redirect any of it in words.
Export
Spine-ready ZIP (PNG or KTX2) plus an MP4 of any clip, straight from the browser.
Plans & credits
The plan is what your team may do. Credits pay for the AI steps — cutting, hidden-area fills, motion design, the assistant — and what a step costs is shown before anything is spent. Everything else (the editor, motion templates, the effect library, rebuilds, previews and exports) is included, and credits never expire.
Trial
The full studio on our keys, with a one-time credit grant to try every AI step. Upload, cut, animate and export freely.
- 300 credits, once — the clock starts at your first sign-in
- Runs on our keys — nothing to configure
- Your work and exports keep working after the trial
Creator
For solo animators who already have a Claude API key. The assistant and every planning step run on your key at no credit cost.
- A monthly credit allowance for the steps that run on our account
- Your Claude key required — it is the only key we ask for
- Unlimited exports, one seat
Studio
No API accounts to manage — every AI step runs on the studio's own keys.
- A larger monthly credit allowance, one shared team balance
- Several seats and a shared asset library
- Unlimited exports
Access by approval
Sign in with Google or an email magic link. SpineFactory is a private beta, so new accounts are reviewed by hand before the factory doors open — usually within a day. Your symbols and projects stay yours, visible to your account only.