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Spine Animation Editor

Online Spine animation editor for importing skeleton, atlas, and textures with structure preview and playback controls

File Import

Drag files here to import

Supports .spine .json .skel .atlas .png .jpg

You can upload files multiple times, then apply to parse

SkeletonRequired
AtlasRequired
Textures0
No files uploaded

Animation Preview

Render Mode: Waiting for parse
spineLoaded: false | isLoading: false | animations: 0
Current Animation: Not selected
Current Skin: Not selected
Upload and apply Spine resources first

Guide

Spine Animation Editor imports and parses Spine resources locally, then previews animations with the official WebGL runtime before integration.

Key Features

  • Batch import and validation for .spine/.json/.skel, .atlas, and texture files.
  • Automatic parsing for skeleton, animation, skin, and atlas statistics.
  • Animation switching, playback controls, speed tuning, and fullscreen view with official Spine WebGL player.
  • All processing runs locally in browser without upload.

How To Use

  • Upload skeleton, atlas, and texture files.
  • Click Apply to parse and validate resource completeness.
  • Switch animations and adjust playback speed.
  • Review parsed statistics for bones, animations, skins, and atlas info.

Use Cases

  • Game animation asset acceptance
  • Pre-integration resource completeness checks
  • Animation naming and skin configuration review
  • Asset pre-check in team collaboration

FAQ

  • Why .skel fails to parse: verify runtime compatibility and make sure atlas plus textures are complete.
  • Why atlas mismatch appears: texture file names must match atlas references exactly.
  • Why animation list is empty: skeleton file may not contain animations node.
  • Will files be uploaded: no, everything runs in local browser.

Privacy

Your Spine resources are never uploaded. Parsing and preview stay fully local in browser.

Data is processed locally in your browser by default and will not be uploaded to any server. Upload will be clearly indicated if required.

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