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[Auto] [Improve] Enhanced Spine object documentation with animation controls, point attachments, and skins (#446)
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automated_updates_data.json

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{ "date": "2026-02-16", "summary": "Improved core behavior documentation: added Window Center anchor option, draggable collision mask and Z-order details, destroy outside parameters" },
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{ "date": "2026-02-16", "summary": "Enhanced pathfinding documentation with grid offset properties, path smoothing, obstacle cost clarification, and activation behavior" },
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{ "date": "2026-02-16", "summary": "Improved UI and visual object documentation: enhanced light, button, slider, text, panel sprite, and particle emitter pages with detailed properties and usage tips" },
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{ "date": "2026-02-16", "summary": "Enhanced tween behavior documentation with scale center options, color modes, exponential interpolation, and effect properties" }
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{ "date": "2026-02-16", "summary": "Enhanced tween behavior documentation with scale center options, color modes, exponential interpolation, and effect properties" },
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{ "date": "2026-02-16", "summary": "Enhanced Spine object documentation with animation control details, point attachments, skins, mixing duration, and coordinate systems" }
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]
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}

docs/gdevelop5/objects/spine/index.md

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You can:
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- Load and display Spine animations exported from the Spine editor.
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- Control animation playback and blending.
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- Retrieve the position of specific **point attachments** defined in your Spine skeleton.
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- Control animation playback, pausing, and speed.
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- Configure smooth blending between animations with adjustable mixing duration.
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- Retrieve the position, rotation, and scale of specific **point attachments** defined in your Spine skeleton (both in local and world coordinates).
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- Apply different **skins** to change the character's appearance at runtime.
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- Use multiple animations with smooth transitions between them.
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It uses files exported from Spine (`.json`, `.atlas`, and image files) to render and animate characters or elements with smooth, interpolated bone-based movement.
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| Property | Description |
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| ------------------- | --------------------------------------------------------------------------------------------------------- |
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| **Spine JSON file** | The main file describing bones, animations, and attachments. |
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| **Scale** | The overall display scale of the skeleton. Default value is **1**. |
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| **Animations list** | List of available animations. Click **Scan** to automatically generate the list from the Spine JSON file. |
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| **Scale** | The overall display scale of the skeleton. Default value is **1**. This scale is applied to the base size of the skeleton. |
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| **Skin name** | The default skin to apply when the object is created. Leave empty to use the "default" skin defined in Spine. |
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| **Animations list** | List of available animations. Click **Scan** to automatically generate the list from the Spine JSON file. Each animation can be set to loop or play once. |
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## Key features
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### Animation control
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The Spine object provides full control over animation playback:
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- **Play animations by name or index**: Switch between different animations defined in your Spine skeleton.
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- **Animation speed scale**: Speed up or slow down animations by adjusting the speed scale (e.g., 0.5 for half speed, 2.0 for double speed).
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- **Pause and resume**: Pause the animation at any frame and resume playback later.
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- **Check animation completion**: Detect when a non-looping animation has finished playing.
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- **Animation mixing duration**: Set the duration (in seconds) for smooth transitions between animations. A value of 0 means instant switching, while higher values create smooth blending.
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### Point attachments
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Point attachments are invisible reference points defined in your Spine skeleton. You can use them to:
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- Position objects at specific bones (e.g., place a weapon in a character's hand).
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- Track the position of any part of the skeleton during animation.
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- Get both **local coordinates** (relative to the skeleton) and **world coordinates** (absolute position on the scene).
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- Retrieve position, rotation, and scale information for each point attachment.
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When accessing point attachments, you specify the **attachment name** and optionally the **slot name**. If the attachment and slot have the same name, you can leave the slot name empty.
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### Skins
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Skins allow you to change the appearance of your Spine character without changing the skeleton structure or animations:
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- Switch between different character outfits or appearances at runtime.
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- Each skin can have different images attached to the same bones.
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- The default skin is named "default" unless you specify otherwise in Spine.
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### Flipping and scaling
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The Spine object supports standard transformations:
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- **Flip horizontally or vertically**: Mirror the skeleton on the X or Y axis.
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- **Independent scale on X and Y**: Stretch or compress the skeleton in either direction.
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- **Resize**: Change the width and height of the skeleton, which adjusts the scale accordingly.
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## Examples
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