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SpineFactory · 2D image → Spine pipeline

One image. Fully rigged. Animated.

Upload a single illustration. SpineFactory cuts it into parts, builds the skeleton and directs the first animations — then exports a skeleton + atlas that drops straight into any Spine runtime.

Open Studio → Access by approval · Google / email sign-in
A vintage metal watering can rigged by SpineFactory, tilting to pour in its win animation
Unit S5 · Watering can Source 1 PNG Rigged + animated
01

In goes a picture, out comes a character

INPUT · STATIC PNG Static source painting of a wooden letter K slot symbol with corn
CUT · RIG
ANIMATE
OUTPUT · SPINE RIG The same wooden letter K symbol, now rigged and looping an idle animation

Real, unretouched output — zero hand-made keyframes. The art stays pixel-identical to the source; only the hidden slices are filled in.

02

What the factory does

01 / CUT

Cut-first sheet builder

Parts are cut straight out of your image — pixel-exact art and placements, segmented automatically. Only the areas that were hidden behind other parts get filled in, nothing is repainted.

02 / RIG

AI auto-rig

Bones, meshes and weights are assembled from the cut parts and your one-line brief. A full skeleton in minutes — review and refine every joint in the built-in editor.

03 / ANIMATE

Directed animations

Idle, win and custom clips are directed by the animation planner from a text prompt, then baked onto the rig. Fine-tune any key on the dopesheet, or just ask the chat to change the motion.

04 / SHIP

FX & Spine export

Layer effects from the FX library, preview live, and export a skeleton.json + atlas + texture zip that loads in any Spine runtime — Pixi, Unity, Godot, Phaser, you name it.

03

The line

Upload

Drop one PNG — a character, a slot symbol, a mascot. Your art, cut and rigged as it is.

Cut

Automatic segmentation slices the art into parts along its real edges.

Rig

Skeleton, meshes and weights are built and wired from your brief.

Animate

The planner directs the clips; you edit keys or redirect with chat.

Export

Spine-ready zip + animated GIF previews, straight from the browser.

04

Plans & credits

The plan is what your team may do. Credits pay for the AI steps — cutting, fills, motion design, the assistant — and the price is shown before anything is spent. Everything else (the editor, motion templates, the effect library, previews, exports) is included. 1 credit = $0.01, and credits never expire.

Creator · bring your own key

Creator

$29/ month

For solo animators who already have a Claude API key. The assistant and every planning step run on your key at no credit cost.

  • 1 000 credits / month for the steps that run on our account
  • Your Claude key required — it is the only key we ask for
  • Unlimited exports, one seat
Start with a trial →
Trial · try everything

Trial

$0/ 7 days

The full studio on our keys for seven days, with 300 credits to try every AI step. Upload, cut, animate and export freely.

  • 300 credits, once
  • Runs on our keys — nothing to configure
  • Your work and exports keep working after the trial
Start with a trial →
Credit packs for any active plan · never expire 1 000 credits $10 5 000 credits $45 20 000 credits $160
A symbol cut from your image is about 120 credits; an AI motion clip 15; an assistant turn is metered by what it actually used, typically 20–50. Your own Claude key makes the assistant, planning and analysis free; image generation, segmentation and hidden-area fills run on our account and always cost credits. Failed work is never charged. Every new account starts as a 7-day trial with 300 credits. Payments and receipts are handled by our payment partner, Polar.

Access by approval

Sign in with Google or an email magic link. New accounts are reviewed by an admin before the factory doors open — your symbols and projects stay yours, visible to your account only.

Request access →