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!

Follow-through and overlapping action - Animating with Spine #8

May 15th, 2024

Welcome to the eighth video of our Animating with Spine tutorial series! This time we cover follow-through and overlapping action. People are deeply familiar with movement in the real world. For your animations to be believable, they need to behave similarly. Careful use of follow-through and overlapping action can tell a lot about your character's physical features.

Here we go through various tips and techniques that are important tools for your animation work. Getting them right can make your animation look more natural and believable.

Use the provided Spine project to do the exercise in the video and hone your animation skills. Share what you did with us on the Spine forum!

Happy animating!