spine-skeletal
Installation
SKILL.md
Spine / 2D skeletal
Use authored layers with painted hidden surfaces, a fixed setup skeleton, weighted meshes and authored view/hand alternatives. A drawing of a skeleton is only a guide; it does not enforce pixel proportions. Confirm which editor/compiler/runtime is actually executable before promising a pipeline.
Choose the mode before cutting anything
Splitting a character into separate part images is a cost, not a default: every cut adds seams, hidden-cap art and draw-order problems. Pick the lightest mode that the required motion allows.
| Mode | Use when | Source | Deformation |
|---|---|---|---|
| Whole figure, small motion | Idle breathing, sway, slight lean, small arm/leg swings, planted feet; the motion fits a declared amplitude budget | One approved full-character image. No cut parts, no painted hidden caps, no part inventory | One continuous mesh over the whole image, rigid cores for head/torso/each limb segment, local joint transitions, skin-weights |
| Layered parts | Large bends, limbs that cross or leave the torso silhouette, occlusion order that changes, hand/foot/face alternates | Complete element ledger, see source-elements.md | Per part, local joint transitions |
| Redraw frames | The budget is exceeded, the view turns, the silhouette or contacts change, or a joint cannot bend naturally from the available art | Regenerate or draw each frame from the approved setup image, keeping head/body ratios, palette and foot anchors fixed; judge them as a sequence | None; the frames are the animation |
Whole-figure mode rules: