277 lines
11 KiB
Markdown
277 lines
11 KiB
Markdown
---
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name: spine-godot
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description: spine-godot runtime for Godot 4 — Spine skeleton display, animation playback, bone/slot manipulation, skin mixing, 2D lighting, and runtime asset loading. Use when working with Spine skeletons, animations, SpineSprite nodes, SpineBoneNode, SpineSlotNode, or SpineAnimationTrack in this project.
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---
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# spine-godot Skill
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The spine-godot runtime provides Godot nodes and APIs to load, display, animate, and manipulate skeletons exported from Spine. It wraps the spine-cpp runtime and exposes it to GDScript and C#.
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> **Official docs:** https://en.esotericsoftware.com/spine-godot
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> **Spine Runtimes Guide:** https://en.esotericsoftware.com/spine-runtimes-guide
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> **Source:** https://github.com/EsotericSoftware/spine-runtimes (under `spine-godot/`)
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## Architecture Overview
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```
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spine-godot Runtime
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├── SpineSprite — displays a skeleton from SkeletonDataResource
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│ ├── SpineSkeleton — skeleton instance (bones, slots, attachments, skins, constraints)
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│ ├── SpineAnimationState — animation playback, queuing, mixing via tracks
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│ └── Signals — animation_started, animation_completed, animation_event, etc.
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├── SpineBoneNode — follows or drives a bone's transform
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├── SpineSlotNode — inserts nodes into drawing order or overrides slot materials
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└── SpineAnimationTrack — animates a SpineSprite via Godot AnimationPlayer (C++ engine module only)
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```
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## Resource Types
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| Resource | Purpose |
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|----------|---------|
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| `SpineSkeletonFileResource` | Imported `.skel` or `.spine-json` skeleton data |
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| `SpineAtlasResource` | Imported `.atlas` texture atlas data (uses normal map prefix `n_` by default) |
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| `SpineSkeletonDataResource` | Combines a `SpineSkeletonFileResource` + `SpineAtlasResource` + animation mix times. Shared across SpineSprite instances. |
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## Asset Management
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### Exporting from Spine Editor
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Export these files from the Spine Editor:
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1. **Skeleton data:** `skeleton-name.spine-json` or `skeleton-name.skel` (binary, smaller/faster — preferred).
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2. **Texture atlas:** `skeleton-name.atlas`
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3. **Atlas pages:** One or more `.png` image files.
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> Prefer `.skel` binary exports. If using JSON, use `.spine-json` extension (not `.json`).
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> Pre-multiplied alpha atlases are **not supported** — Godot's default bleed handles artifacts.
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### Importing into Godot
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1. Drag `.skel`/`.spine-json`, `.atlas`, and `.png` files into a Godot project folder.
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2. The importer creates a `SpineSkeletonFileResource`, a `SpineAtlasResource`, and Godot texture resources.
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3. Create a `SpineSkeletonDataResource`: Right-click folder → `New Resource...` → `SpineSkeletonDataResource`.
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4. Assign the atlas resource and skeleton file resource in the inspector. Set animation mix times here.
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> A `SpineSkeletonDataResource` should be **shared** by all `SpineSprite` instances displaying the same skeleton. Do not use inline resources.
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### Updating Assets During Development
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Overwrite the source files re-exported from Spine. Godot auto-detects changes and re-imports. If it doesn't, force re-import in the import settings panel.
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### Runtime Loading from Disk (modding)
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Load skeleton and atlas files from arbitrary paths at runtime:
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```gdscript
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# Load skeleton file
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var skeleton_file_res = SpineSkeletonFileResource.new()
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skeleton_file_res.load_from_file("/path/to/skeleton.skel")
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# Load atlas file
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var atlas_res = SpineAtlasResource.new()
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atlas_res.load_from_atlas_file("/path/to/skeleton.atlas")
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# Create shared skeleton data resource
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var skeleton_data_res = SpineSkeletonDataResource.new()
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skeleton_data_res.skeleton_file_res = skeleton_file_res
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skeleton_data_res.atlas_res = atlas_res
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# Create sprite from data
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var sprite = SpineSprite.new()
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sprite.skeleton_data_res = skeleton_data_res
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sprite.position = Vector2(200, 200)
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sprite.get_animation_state().set_animation("animation", true, 0)
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add_child(sprite)
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```
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## Nodes
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### SpineSprite Node
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Displays skeleton data from a `SkeletonDataResource`. Provides access to the animation state and skeleton instance.
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#### Creating a SpineSprite
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1. Add a `SpineSprite` node via the `+` button in the scene panel.
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2. Assign a `SkeletonDataResource` in the inspector.
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3. Transform the node freely in the editor viewport.
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#### Editor Features
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- **Debug view:** Check bones, slots, attachments in the `Debug` property section. Hover over parts in the viewport to see names.
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- **Animation preview:** Use the `Preview` section to set an animation and scrub through time with the slider.
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- **Custom materials:** Set per-blend-mode materials in the `Materials` section (applied to all slots). Use `SpineSlotNode` to override per-slot.
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- **Update Mode:** `Process` (default, every frame), `Physics` (fixed interval, 60fps), `Manual` (call `update_skeleton()` yourself in `_process`/`_physics_process`).
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#### Animating a SpineSprite
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```gdscript
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extends SpineSprite
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func _ready():
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var animation_state = get_animation_state()
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# Set an animation on track 0, looping
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animation_state.set_animation("walk", true, 0)
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# Queue an animation after a delay (mix duration implied by mix times)
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animation_state.add_animation("idle", 0.5, true, 0)
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# Set a reversed animation
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var track_entry = animation_state.set_animation("walk", true, 0)
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track_entry.set_reverse(true)
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# Mix to an empty animation (reset to setup pose)
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animation_state.set_empty_animation(0, 0.5)
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animation_state.add_empty_animation(0, 0.5, 0.5)
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# Clear tracks
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animation_state.clear_track(0) # clear one track
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animation_state.clear_tracks() # clear all tracks
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# Reset skeleton poses
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get_skeleton().set_to_setup_pose() # bones + slots
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get_skeleton().set_slots_to_setup_pose() # slots only
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```
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#### Animation State API
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| Method | Purpose |
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|--------|---------|
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| `set_animation(name, loop, track)` | Play animation. Returns `SpineTrackEntry`. |
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| `add_animation(name, delay, loop, track)` | Queue animation after delay. Returns `SpineTrackEntry`. |
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| `set_empty_animation(track, mix_duration)` | Mix out to empty pose immediately. |
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| `add_empty_animation(track, mix_duration, delay)` | Queue empty animation mix-out. |
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| `clear_track(track)` | Immediately clear one track. |
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| `clear_tracks()` | Immediately clear all tracks. |
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> **Important:** Do not hold `SpineTrackEntry` references across frames. They are reused internally and become invalid once the animation completes.
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#### SpineTrackEntry Properties
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| Method | Purpose |
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|--------|---------|
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| `set_reverse(true)` | Play animation in reverse. |
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| `set_mix_duration(seconds)` | Override mix duration. |
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| `set_alpha(value)` | Mix alpha for blending (0-1). |
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| `set_time_scale(scale)` | Animation speed multiplier. |
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| `set_track_time(time)` | Jump to specific time in seconds. |
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#### SpineSprite Signals
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**Animation state signals:**
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- `animation_started(track_entry)` — animation started playing.
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- `animation_interrupted(track_entry)` — track cleared or new animation set.
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- `animation_completed(track_entry)` — animation finished one full loop.
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- `animation_ended(track_entry)` — animation will never be applied again.
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- `animation_disposed(track_entry)` — track entry disposed.
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- `animation_event(track_entry, event)` — user-defined Spine event triggered.
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**Lifecycle signals:**
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- `before_animation_state_update` — before animation state is updated with delta.
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- `before_animation_state_apply` — before animation state is applied to skeleton pose.
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- `before_world_transforms_change` — before bone world transforms update. Use to set bone transforms manually.
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- `world_transforms_changed` — after bone world transforms update.
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#### Mix-and-Match Skins
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Combine multiple skins to create custom avatars:
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```gdscript
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var custom_skin = new_skin("custom-skin")
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var data = get_skeleton().get_data()
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custom_skin.add_skin(data.find_skin("skin-base"))
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custom_skin.add_skin(data.find_skin("nose/short"))
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custom_skin.add_skin(data.find_skin("eyes/violet"))
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custom_skin.add_skin(data.find_skin("hair/brown"))
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custom_skin.add_skin(data.find_skin("clothes/hoodie-orange"))
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get_skeleton().set_skin(custom_skin)
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get_skeleton().set_slots_to_setup_pose()
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```
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#### Getting and Setting Bone Transforms
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```gdscript
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# Get a bone's global transform in Godot canvas space
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var transform = get_global_bone_transform("bone_name")
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# Set a bone's transform (must be called before world transforms update)
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set_global_bone_transform("bone_name", Transform2D(0, Vector2(100, 200)))
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```
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When manually setting bone transforms, connect to `before_world_transforms_change` signal. Alternatively, use `SpineBoneNode` for simpler bone manipulation.
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### SpineBoneNode
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A child node of `SpineSprite` that either **follows** or **drives** a bone.
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> Must be a **direct child** of a `SpineSprite`.
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**Inspector properties:**
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- `Bone Name` — dropdown of all available bones.
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- `Bone Mode` — `Follow` (node moves with bone) or `Drive` (node controls bone position).
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- `Enabled` — toggle following/driving on/off.
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**Use cases:**
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- **Drive mode:** Control a bone via mouse position or other input (e.g., aiming).
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- **Follow mode:** Attach other nodes (CollisionShape, Marker2D) to follow a bone.
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See examples: `example/05-mouse-following` (drive), `example/06-bone-following` (follow).
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### SpineSlotNode
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A child node of `SpineSprite` that inserts children into the skeleton's drawing order or overrides a slot's materials.
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> Must be a **direct child** of a `SpineSprite`.
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**Inspector properties:**
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- `Slot Name` — dropdown of all available slots.
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- `Materials` — custom materials that override the slot's default materials.
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**Use cases:**
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- Attach particle systems, custom sprites, or other `SpineSprite` nodes on top of a slot.
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- Override materials per-slot (overrides `SpineSprite`'s global materials).
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See examples: `example/07-slot-node` (drawing order), `example/09-custom-material` (material override).
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### SpineAnimationTrack (C++ Engine Module Only)
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Animates a `SpineSprite` via Godot's `AnimationPlayer` and animation editor. Ideal for cutscenes.
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> **Experimental.** Not available in the GDExtension.
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> Must be a **direct child** of a `SpineSprite`.
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- Creates a child `AnimationPlayer` automatically.
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- Key animations on the child `AnimationPlayer`; key animation properties (loop, reverse, etc.) on the `SpineAnimationTrack`.
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- Multiple `SpineAnimationTrack` nodes on one `SpineSprite` enable multi-track layering.
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- Each track gets a unique **track index** — higher tracks override lower tracks' skeleton properties.
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> Mix times from `SpineSkeletonDataResource` cannot be previewed in the editor.
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See example: `example/08-animation-player`.
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## 2D Lighting
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spine-godot integrates with Godot's 2D lighting system.
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### Setup
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1. Provide normal map `.png` images alongside atlas page images with prefix `n_` (default): e.g., `raptor.png` → `n_raptor.png`.
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2. The normal map prefix is configurable in the atlas import settings.
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3. After importing, apply Godot 2D lights to `SpineSprite` nodes.
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See example: `example/10-2d-lighting`.
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## Spine Runtimes API Access
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Almost all spine-cpp API is mapped 1:1 to GDScript. Objects from `SpineSprite` (via `get_skeleton()`, `get_animation_state()`) mirror the C++ API.
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### GDScript Limitations
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- Returned arrays/maps are **copies** — mutations don't affect internals.
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- Cannot set per-track-entry listeners — use `SpineSprite` signals instead.
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- Cannot create/add/remove bones, slots, or other Spine objects directly.
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- C++ class hierarchies of attachments and timelines are not exposed.
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