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Pixi Spine

This node displays Spine skeletal animations with support for multiple animations and skins.

The Pixi Spine renders Spine skeletal animations in your Pixi scene.

The Pixi Spine node creates a PIXI.spine.Spine object that displays Spine skeletal animations. It supports multiple animations, skins, and provides full control over animation playback and skeletal manipulation.

Inputs

Position

DataDescription
XHorizontal position
YVertical position

Transform

DataDescription
RotationRotation in radians
Scale XHorizontal scale
Scale YVertical scale
Anchor XHorizontal anchor
Anchor YVertical anchor
WidthSpine width
HeightSpine height

Appearance

DataDescription
AlphaTransparency
TintColor tint
VisibleVisibility
InteractiveInteraction enable

Spine Assets

DataDescription
Atlas FileSpine atlas file URL
Skeleton FileSpine skeleton file URL

Animation

DataDescription
PlayingAnimation play state
Animation NameCurrent animation name
TrackAnimation track number
SpeedAnimation playback speed
LoopAnimation looping

Skin

DataDescription
Skin NameCurrent skin name

Control

SignalDescription
PlaySignal to start animation
PauseSignal to pause animation
StopSignal to stop animation
ResetSignal to reset to setup pose
UpdateSignal to force update

Outputs

DataDescription
Is LoadedBoolean indicating load status
Is LoadingBoolean indicating loading state
Load ErrorError message if loading failed
Available AnimationsArray of available animation names
Current AnimationCurrent animation name
PlayingCurrent play state
Available SkinsArray of available skin names
Current SkinCurrent skin name
Node ReferenceNode reference

Usage

Pixi Spine nodes are used to display Spine skeletal animations in your Pixi scene. They support:

  • Multiple animation tracks
  • Skin switching
  • Animation control and playback
  • Skeletal manipulation
  • Performance optimization

Spine File Requirements

Spine animations require two main files:

  • Atlas File: Contains texture atlas and region definitions
  • Skeleton File: Contains bone structure, animations, and skins

Performance Tips

  • Use appropriate Scale values for your display needs
  • Monitor Is Loaded status before playing animations
  • Use Track for layering multiple animations
  • Consider Speed for performance vs. quality balance
  • Use Reset to return to initial pose when needed

Example Use Cases

  1. Game Characters: Player and enemy animations
  2. UI Animations: Animated icons and interface elements
  3. Cutscenes: Story sequences and cinematic animations
  4. Interactive Elements: Responsive character animations