spine-pixi runtime released

July 25th, 2024

We're happy to announce our brand new spine-pixi runtime!

PixiJS has been one of the most widely used WebGL-based rendering libraries for many years now, powering countless web games and applications with its fast and flexible renderer.

spine-pixi is built on top of spine-core, our TypeScript runtime. It supports all Spine features. Additionally, spine-pixi offers the capability to seamlessly append PixiJS objects to slots, respecting clipping attachments and transparency of the containing slot. You can also embed other Spine skeletons within slots, offering great flexibility and creative potential for your projects.

PixiJS recently released its version 8, introducing support for WebGPU and significant internal refactoring. Unfortunately, spine-pixi is not yet compatible with this version, but we are planning to support it soon. You can subscribe to this issue on our GitHub tracker if you want to be notified once v8 support is available.

To get started, check out the spine-pixi documentation. We also invite you to join the discussion about this release on our forum.

spine-canvaskit runtime released

July 9th, 2024

We're happy to announce the general availability of our brand new spine-canvaskit runtime.

spine-canvaskit allows you to render Spine animations via CanvasKit, the WebAssembly version of Skia, an open-source 2D graphics library that powers Chrome, Android, Flutter, and many other products.

spine-canvaskit is built on top of spine-core, our TypeScript runtime. As such, spine-canvaskit allows you to render Spine animations in all JavaScript environments that support WebAssembly, such as modern browsers or Node.js.

One of the use cases we are most excited about is the possibility to use spine-canvaskit to render Spine animations in headless environments, such as servers, via Node.js. Check out our headless rendering example, powered by spine-canvaskit, CanvasKit, and Node.js.

In the browser, spine-canvaskit is likely less useful, as CanvasKit is a large dependency weighing in at ~3.3MB. Have a look at our spine-player, spine-phaser, or spine-pixi runtimes if you want to play back Spine animations in your web app. That said, you can create fun little things on the web with CanvasKit. Try dragging Celeste around :)

Read the spine-canvaskit documentation to learn more and discuss this post on the forum.

spine-ios runtime released

July 2nd, 2024

We're happy to announce the general availability of our brand new spine-ios runtime.

Our new runtime makes it trivial to integrate Spine animations with your iOS app, whether you are using Swift and SwiftUI, or Objective-C and UIKit. spine-ios is built on top of spine-cpp, our C++ runtime

The core Spine Runtimes API is exposed as idiomatic Swift and Objective-C. On top of the core API, we've created iOS-specific classes, like SpineView (SwiftUI) and SpineUIView (UIKit), that make integrating Spine animations a breeze.

spine-ios can be added to your project with Swift Package Manager or CocoaPods.

To learn more, check out our spine-ios documentation and have a look at the example projects.

Discuss this blog post on the forums!

Physics setup - Spine Tips #8

June 14th, 2024

We are happy to share a new Spine Tips tutorial video! If you haven't had time to try out physics in Spine, this is a perfect opportunity to take a look. We explore the difference between animating a scene by hand versus using physics to produce great-looking, polished animation.

There is no longer a need to endlessly polish tails, hair, or cloth movement when you should be concentrating on good posing, timing, and spacing. Physics improves your animation and cuts down your production time!

Stop by the Spine forum to ask any questions you might have and discuss your physics setups!

Have fun and happy animating!