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Use case · slot games

Slot symbol animation for Spine

SpineFactory animates slot symbols for Spine from a single image. Upload one symbol, answer a few questions about how it should idle, land and win, approve the cut outlines, and export a Spine 4.2 skeleton with those clips for your game's Spine runtime.

A slot game needs every symbol to move: a low-key loop while the reels rest, a beat when it lands, and a celebration when it wins. Rigging each symbol by hand in the Spine editor means cutting the painting into layers, building bones and meshes, and keying every clip, for every symbol in the set. SpineFactory does that work from the flat symbol art you already have.

The three clips a symbol needs

  • Idle — the loop that plays while the symbol sits on the reels.
  • Land — the short reaction when the symbol lands on a reel stop.
  • Win — the celebration when the symbol is part of a win.

The guided setup asks what should happen in each one, and only the parts your answers need get cut. Add extra clips if the game needs them; Animate covers how.

From symbol art to a rigged symbol

  1. Upload the symbol. One front-facing symbol on a transparent or clean background. Sharp edges and good contrast cut most reliably.
  2. Answer the guided setup. What moves while it idles, when it lands, on a win.
  3. Approve the cuts. Cut review shows every outline over the art before anything is built. Re-outline a piece with one click, paint it, or drag its points.
  4. Watch the build. The skeleton, meshes and weights are built and the clips start playing in the live preview.
  5. Direct it in words. “Bigger win pop”, “calmer idle”, “only the eyes should blink”. Motion templates (blink, bob, spin, win pop, glow) are a starting point, and the effect library adds glow, fire, smoke or shine.
  6. Export. A ZIP with skeleton.json, the atlas and the texture pages, and an MP4 of any clip for reviews and marketing.

Made for a slot pipeline

  • The art stays the art. Parts are cut straight out of your painting, pixel-exact, and only hidden areas are filled. A rigged symbol still matches the rest of the set.
  • Mobile-sized textures. Export PNG, or GPU-compressed KTX2/Basis textures that stay small in VRAM, at 100%, 75%, 50% or 25% texture ratio.
  • A whole set at once. A project holds one game's symbols; Export project packs every built symbol into one ZIP.
  • Backgrounds too. A scene is a desktop 16:9 and a portrait 9:16 image, each animated with ambient loops like any symbol.
  • Nothing is a one-way door. Every change saves a version first; restore any of them from History.

What it costs

AI steps are metered in credits and the cost is shown before a step runs: a symbol cut from an image is about 100 credits, an AI motion clip 15. The editor, previews, rebuilds and every export are free. SpineFactory is in private beta and plan prices are not decided yet; every approved account starts with a 7-day trial and 300 credits.

Do I need a Spine licence?

SpineFactory does not need the Spine editor to rig, animate or preview, and it does not include or sell a Spine licence. Using the export — for example loading it in your game with the Spine Runtimes, or opening it in the Spine editor — is governed by Esoteric Software's licence terms, which generally require a Spine Editor licence. You are responsible for checking and obtaining the licences your use requires: see the Spine Editor License and the Spine Runtimes License.

Details: getting started, export, FAQ.

Try it on your own art

SpineFactory is in private beta. Sign in with Google or email; new accounts are reviewed by hand, usually within a day, and start with a 7-day trial and 300 credits.

Request access →