spine-pixi Runtime Documentation
Licensing
See the Spine Runtimes License before integrating the Spine Runtimes into your applications.
Getting Started
This is a unified page for our official PixiJS runtimes. Here you can find a list of our official PixiJS runtimes along with the respective compatible versions:
Runtime | PixiJS version | Maintained |
---|---|---|
spine-pixi-v8 | 8 (minimum 8.4.0) | Yes |
spine-pixi-v7 | 7 (minimum 7.2.0) | Yes |
spine-pixi | 7 (minimum 7.2.0) | No (switch to spine-pixi-v7) |
Unless otherwise indicated, the examples and GitHub file links refer to the v8 version. However, everything applies to the v7 version by simply replace -v8
with -v7
from paths and links.
The Spine PixiJS runtimes are implemented on top of spine-ts core, a TypeScript implementation of the renderer-agnostic Spine Runtimes core APIs.
spine-pixi-v8
can be rendered using both WebGL or WebGPU. spine-pixi-v7
is rendered using WebGL (WebGPU support was introduced in PixiJS 8). Rendering via the canvas APIs is not supported.
The Spine PixiJS runtimes support all Spine features.
Installation
To use a Spine PixiJS runtime in your Pixi project, you must first include its sources.
Vanilla JavaScript
In vanilla JavaScript, use a script
tag to include the spine-pixi-v8 runtime from unpkg (or host it yourself):
Note: Ensure that the
major.minor
version of spine-pixi matches themajor.minor
Spine Editor version you are exporting from. See Synchronizing versions for more information.
The Spine extension will be auto-installed and the spine-pixi-v8
runtime can now be used in your Pixi project. Check out index.html
for a full example.
The spine-pixi-v8 package provides source maps for debugging, as well as minified versions of spine-pixi-v8, which can be used by replacing the .js
file suffix with .min.js
in the unpkg URLs.
To build spine-pixi-v8.js
yourself, follow the instructions in the spine-ts README.md.
NPM or Yarn
When using NPM or Yarn for dependency management, add spine-pixi-v8 the usual way:
Note: Ensure that the
major.minor
version of spine-pixi matches themajor.minor
Spine Editor version you are exporting from. See Synchronizing versions for more information.
Next, just import the Spine class.
import { Spine } from '@esotericsoftware/spine-pixi-v8';
The Spine extension will be auto-installed and the chosen Spine PixiJS runtime can now be used in your project. Check out the esbuild/TypeScript project
for a minimal example.
Our module packages contain source maps as well as d.ts
typings for improved debugging and development.
Examples
The spine-pixi runtimes include several examples demonstrating their feature set.
To run the examples locally:
- Install Git and Node.js for your operating system.
- Clone the spine-runtimes repository:
git clone https://github.com/esotericsoftware/spine-runtimes
- Navigate to
spine-runtimes/spine-ts
, then runnpm install & npm run dev
.
This builds the spine-pixi-v8 runtime, then opens a browser, displaying the example index for all spine-ts based runtimes.
Click on the spine-pixi-v8 example you are interested in and check out the code in the spine-runtimes/spine-ts/spine-pixi-v8/example
folder.
Updating the spine-pixi-v8 Runtime
Before updating your project's spine-pixi-v8 runtime, consult our guide on Spine editor and runtime version management.
To update the spine-pixi-v8 runtime in vanilla JavaScript, change the version string in the src
attribute or the script
tag fetching spine-pixi-v8 from unpkg.
To update the spine-pixi-v8 runtime when managing dependencies with NPM or Yarn, change the version string in your package.json
file.
Note: If you change the
major.minor
version of the spine-pixi-v8 package, you have to re-export your Spine skeletons with the same Spine Editormajor.minor
version. See Synchronizing versions for more information.
Using spine-pixi-v8
The Spine PixiJS runtimes support all Spine features. spine-pixi-v8
can be rendered using both WebGL or WebGPU. spine-pixi-v7
is rendered using WebGL (WebGPU support was introduced in PixiJS 8). Rendering via the canvas APIs is not supported.
Asset Management
Exporting for Spine PixiJS runtimes
Follow the instructions in the Spine User Guide on how to:
An export of the skeleton data and texture atlas will yield the following files:
skeleton-name.json
orskeleton-name.skel
, containing your skeleton and animation data, either in the JSON or binary format.skeleton-name.atlas
, containing information about the texture atlas.- One or more
.png
files, each representing a page in your texture atlas containing the packed images your skeleton uses.
Note: You should prefer binary skeleton exports over JSON exports, as they are smaller in size and faster to load.
When serving these files, make sure the server emits the correct MIME types:
skel
files asapplication/octet-stream
json
files asapplication/json
atlas
files asapplication/octet-stream
png
files asimage/png
Updating Spine Assets
During development, you may frequently update your Spine skeleton data and texture atlas files. You can simply overwrite these source files (.json
, .skel
, .atlas
, .png
) by re-exporting from the Spine Editor and replacing the existing files in your Pixi project.
Ensure that the major.minor
version of spine-pixi-v8 matches the major.minor
Spine Editor version you are exporting from. See Synchronizing versions for more information.
Core classes
The Spine PixiJS API is built on top of the generic TypeScript spine-core runtime, which provides platform independent core classes and algorithms to load, query, modify, and animate Spine skeletons.
Here, we will briefly discuss the most important core classes that you will encounter in your day-to-day use of Spine PixiJS. Consult the Spine Runtimes Guide for a detailed overview of the Spine Runtimes architecture, core classes, and API usage.
The TextureAtlas
class stores the data loaded from an .atlas
file and its corresponding .png
image files.
The SkeletonData
class stores the data loaded from a .json
or .skel
skeleton file. The skeleton data contains information about the bone hierarchy, slots, attachments, constraints, skins, and animations. A SkeletonData
instance is usually loaded by providing an Atlas
from which it sources the images to be used by the skeleton it represents. It serves as a blueprint for creating Skeleton
instances. Multiple skeletons can be instantiated from the same atlas and skeleton data, which then share the loaded data, minimizing both load times and memory consumption at runtime.
The Skeleton
class stores an instance of a skeleton, created from a SkeletonData
instance. A skeleton stores its current pose, that is the position of bones and the current configuration of slots, attachments, and active skin. The current pose can be computed by either manually modifying the bone transforms, or, more commonly, by applying animations via an AnimationState
.
The AnimationState
class is responsible for keeping track of which animation(s) should be applied to a skeleton, advancing and mixing those animations based on the elapsed time between the last and current rendering frame, and applying the animations to a skeleton instance, thereby setting its current pose. The AnimationState
queries an AnimationStateData
instance to retrieve mixing times between animations, or fetches the default mix duration if no mix duration is available for a pair of animations.
The Spine Pixi runtime is built on top of these core classes.
Spine Pixi runtime
The spine-pixi-v8 runtime automatically installs two extensions of type Asset
into Pixi: skeletonLoader
and atlasLoader
. They add to PIXI.Assets the functionality to (pre-)load exported .json
, .skel
, and .atlas
files.
The Spine
class extends the Pixi ViewContainer
class (Container
for PixiJS 7) and provides a factory function to create Spine
container instances from loaded skeleton data and atlas files.
Additionally, for PixiJS v8, it installs the SpinePipe, which extends WebGPUPipes, WebGLPipes, and CanvasPipes. Eventually, it installs the DarkTintBatcher
, which is the batcher used to support tint black. For PixiJS v7, it installs an extension of type RendererPlugin
that is used to render Spine containers that use tint black on at least one attachment.
Loading Spine Assets
Spine assets, like skeleton data .json
/.skel
files or .atlas
files, are loaded through the usual functions available in the PIXI.Assets
class instance, such as Assets.load
.
Before an instance of a Spine
container can be created, the respective skeleton and atlas files must be loaded. One way of doing it is through the Assets.add
and Assets.load
functions.
Assets.add({ alias: string, src: string })
: allows to specify how to resolve the assetalias
using theurl
. This function can be used for all spine assets files (.json
,.skel
, and.atlas
).Assets.load(string[])
: loads the assetalias
previously added usingAssets.add
.
Assuming you have exported your skeleton data to a binary skeleton file called skeleton.skel
, and your atlas to a file called skeleton.atlas
with one corresponding skeleton.png
file, you can load your assets like this:
PIXI.Assets.add({ alias: "skeleton-atlas", src: "path/to/skeleton.atlas" });
await PIXI.Assets.load["skeleton-data", "skeleton-atlas"];
The Assets.load
function loads the SkeletonData from the skeleton.skel
file and caches it under the key skeleton-data
. It also loads the TextureAtlas from the skeleton.atlas
file, as well as a texture from the corresponding skeleton.png
file. The atlas is cached under the key skeleton-atlas
. The individual texture atlas page images are loaded transparently without the need to explicitly load them.
Once preloading has finished, you can access the TextureAtlas
via Asset.get(atlasKey)
. Similarly, you can access the raw .skel
file via Asset.get(skeletonKey)
. Note that in this phase the SkeletonData
instance is not available yet.
The raw skeleton data and atlas on their own can not be animated or rendered. Instead, a Spine
container is constructed from them. Spine
containers that are instantiated with the same asset key share the same skeleton data and atlas.
You can also use Pixi bundles to load you assets. To make the texturePreference.format
and texturePreference.resolution
properties of the Assets.init
work, you need to specify the atlas name using the format FILENAME@RESOLUTION.FORMAT.atlas
. Here's an example of a manifest.json
file for a bundle and how to load it while specifying the preferred format
and resolution
:
"bundles": [
{
"name": "spineboy",
"assets": [
{
"alias": ["spineboyAtlas"],
"src": [
"spineboy.png.atlas",
"spineboy@2x.png.atlas",
"spineboy@3x.png.atlas",
"spineboy.webp.atlas",
"spineboy@2x.webp.atlas",
"spineboy@3x.webp.atlas"
]
},
{ "alias": ["spineboyData"], "src": ["spineboy-pro.json"] }
]
}
]
}
await PIXI.Assets.init({
basePath: './assets/spineboy-bundle',
manifest: './manifest.json',
texturePreference: {
resolution: Math.min(PIXI.utils.isMobile.any ? window.devicePixelRatio : 3, 3),
format: ['webp', 'png'],
},
});
// Load the bundle that includes the skeleton data and atlas
await PIXI.Assets.loadBundle("spineboy");
Creating Spine container instances
Once raw skeleton data and a corresponding atlas have been loaded, a Spine
container can be created via the from()
static function from the Spine
class:
const app = new PIXI.Application({ ... });
...
// Create a Spine container through the Spine.from factory
const spineboy = Spine.from({ skeleton: "spineboyData", atlas: "spineboyAtlas", ... });
// Add the Spine container to the stage
app.stage.addChild(spineboy);
The from()
function on the Spine
class takes a SpineFromOptions as parameter. It needs:
skeleton
: the asset name for the skeleton.skel
or.json
file previously loaded into the Assetsatlas
: the asset name for the atlas file previously loaded into the Assets- (optional)
scale
: The value passed to the skeleton reader. If omitted, 1 is passed. - (optional)
darkTint
: Iftrue
, use the dark tint renderer to render the skeleton; iffalse
, use the default pixi renderer to render the skeleton; Ifundefined
, use the dark tint renderer if at least one slot has tint black - (optional)
autoUpdate
: Set the Spine instanceautoUpdate
value. If omitted, it is set totrue
and the animation will be played automatically. Otherwise call theupdate
method.
Spine Container
A Spine
container is an extension of a Pixi ViewContainer
(Container for PixiJS 7) that handles storing, updating, and rendering a Skeleton
and its associated AnimationState
. Spine
container instances are created from a skeleton data and an atlas, as described in the last section. The Skeleton
and AnimationState
are accessible through the skeleton
and state
fields respectively.
Each frame (when autoUpdate
is true
), the Spine
container will:
- Update the
AnimationState
- Apply the
AnimationState
to theSkeleton
- Update the
Skeleton
world transforms, resulting in a new pose - Render the
Skeleton
in its current pose
Bounds
When you call getBounds
function, the returned bounds are sized based on the current skin and animation. If you want the bounds based based on its setup pose, call getBounds()
right after the container creation. You may want to configure skins first.
Applying Animations
Applying animations to a skeleton displayed by a Spine
container is done using AnimationState
.
Note: See Applying Animations in the Spine Runtimes Guide for more in-depth information, specifically about animation tracks and animation queueing.
To set a specific animation on track 0, call AnimationState setAnimation
:
The first parameter specifies the track, the second parameter is the name of the animation, and the third parameter defines whether to loop the animation.
You can queue multiple animations using addAnimation
:
spineObject.state.addAnimation(0, "jump", 2, false);
spineObject.state.addAnimation(0, "run", 0, true);
The first parameter to addAnimation
is the track. The second parameter is the name of the animation. The third parameter specifies the delay in seconds, after which this animation should replace the previous animation on the track. The final parameter defines whether to loop the animation.
In the example above, the "walk"
animation is played back first. 2 seconds later, the "jump"
animation is played back once, followed by a transition to the "run"
animation, which will be looped.
When transitioning from one animation to another, AnimationState
will mix (crossfade) the animations for a specific duration. These mix durations are defined in an AnimationStateData
instance, from which the AnimationState
retrieves them.
The AnimationStateData
instance is also available through the AnimationState.data
property. You can set the default mix duration, or the mix duration for a specific pair of animations:
spineObject.state.data.setMix("walk", "jump", 0.1);
When setting or adding an animation, a TrackEntry
object is returned, which allows further modification of that animation's playback. For example, you can set the mix duration or reverse the animation playback:
entry.mixDuration = 0.4;
entry.reverse = true;
See the TrackEntry
class documentation for more options.
Note: Be careful about holding on to
TrackEntry
instances outside the function you are using them in. Track entries are re-used internally and will thus become invalid once the track entry dispose event occurs.
You can use empty animations to smoothly mix the skeleton from the setup pose to an animation, or from an animation to the setup pose:
spineObject.state.addAnimation(0, "walk", 0).mixDuration = 0.5;
spineObject.state.addEmptyAnimation(0, 0.5, 6);
Like setAnimation
, the first parameter to setEmptyAnimation()
specifies the track. The second parameter specifies the mix duration in seconds used to mix out the previous animation and mix in the "empty" animation.
Like addAnimation
, the first parameter to addEmptyAnimation()
specifies the track. The second parameter specifies the mix duration. The third parameter is the delay in seconds, after which the empty animation should replace the previous animation on the track via mixing.
All animations on a track can be cleared immediately via AnimationState.clearTrack()
. To clear all tracks at once, AnimationState.clearTracks()
can be used. This will leave the skeleton in the last pose it was in, which is not usually desired. Instead, use empty animations to mix smoothly to the setup pose.
To reset a skeleton to its setup pose, use Skeleton.setToSetupPose()
:
This will reset both the bones and slots to their setup pose configuration. Use Skeleton.setBonesToSetupPose()
or Skeleton.setSlotsToSetupPose()
to only reset the bones or slots to their setup pose configuration.
AnimationState Events
An AnimationState
emits events during the lifecycle of an animation that is being played back. You can listen for these events and react as needed. The Spine Runtimes API defines the following event types:
start
: emitted when an animation is started.interrupt
: emitted when an animation's track was cleared, or a new animation was set.end
: emitted when an animation will never be applied again.dispose
: emitted when the animation's track entry is disposed.complete
: emitted when an animation completes a loop.event
: emitted when a user defined event happened.
To receive events, you can register an AnimationStateListener
callback with either the AnimationState
to receive events across all animations, or with the TrackEntry
of a specific animation queued for playback:
start: (entry) => log(`Started animation ${entry.animation.name}`),
interrupt: (entry) => log(`Interrupted animation ${entry.animation.name}`),
end: (entry) => log(`Ended animation ${entry.animation.name}`),
dispose: (entry) => log(`Disposed animation ${entry.animation.name}`),
complete: (entry) => log(`Completed animation ${entry.animation.name}`),
event: (entry, event) => log(`Custom event for ${entry.animation.name}: ${event.data.name}`)
})
trackEntry.listener = {
event: (entry, event) => log(`Custom event for ${entry.animation.name}: ${event.data.name}`)
}
See the events-example.html
example.
Skins
Many applications and games allow users to create custom avatars out of many individual items, such as hair, eyes, pants, or accessories like earrings or bags. With Spine, this can be achieved by using skins.
You can create custom skins from other skins like this:
const skin = new spine.Skin("custom");
skin.addSkin(skeletonData.findSkin("skin-base"));
skin.addSkin(skeletonData.findSkin("nose/short"));
skin.addSkin(skeletonData.findSkin("eyelids/girly"));
skin.addSkin(skeletonData.findSkin("eyes/violet"));
skin.addSkin(skeletonData.findSkin("hair/brown"));
skin.addSkin(skeletonData.findSkin("clothes/hoodie-orange"));
skin.addSkin(skeletonData.findSkin("legs/pants-jeans"));
skin.addSkin(skeletonData.findSkin("accessories/bag"));
skin.addSkin(skeletonData.findSkin("accessories/hat-red-yellow"));
spineObject.skeleton.setSkin(skin);
spineObject.skeleton.setToSetupPose();
Create a new, empty skin with the Skin()
constructor.
Next, fetch the SkeletonData
from the skeleton. It is used to look up skins by name via SkeletonData.findSkin()
.
Add all the skins you want to combine into the new skin via Skin.addSkin()
.
Finally, set the new skin on the Skeleton
and call Skeleton.setSlotsToSetupPose()
to ensure no attachments from previous skins and/or animations are left attached.
See mix-and-match-example.html
for full example code.
Setting Bone Transforms
When authoring a skeleton in the Spine Editor, the skeleton is defined in what is called the skeleton's world coordinate system or "skeleton coordinate system". This coordinate system may not align with the coordinate system of Pixi. Mouse and touch coordinates relative to the Spine
container need to be converted to the skeleton coordinate system, for example if a user should be able to move a bone by touch.
The Spine
container offers the method pixiWorldCoordinatesToBone(point: { x: number, y: number}, bone: Bone)
which takes a point relative to the Spine
container and converts it to the skeleton's coordinate system, relative to the specified bone.
The reverse, that is converting from the skeleton coordinate system to the Pixi coordinate system, can be achieved via Spine.skeletonToPixiWorldCoordinates(point: { x: number, y: number})
.
See control-bones-example.html
for full example code.
Adding Pixi Objects to Slots
The Spine
class has three convenient methods to attach and detach pixi Container
s to slots.
This adds the pixiObject
to the slot referenced by slotRef
. You can pass either the name, the index of the slot, or the slot object itself.
It is possible to assign only one Pixi object per slot. Once the Pixi object has been added, its transform will be automatically modified by the Spine
object.
To have more control over the added objects, you can add a Pixi Container
where you are free to add as many Pixi objects as you want, offset their position, angle, scale, and so on.
If you want to remove a Container, call the appropriate method:
pixiObject
is optional. If passed, the Pixi object will be removed only if it corresponds to the one in the slot referenced by slotRef
.
Note that the Pixi object is only removed, not destroyed. You should take care of the lifecycle of the Pixi objects added manually.
To retrieve a Pixi object attached to a slot, use the method:
It returns the Container
attached to the slot referenced by slotRef
, if any.
See slot-objects.html
for full example code.
Mesh batch size
In v7, Spine
objects use Pixi meshes to render attachments. By default in Pixi, a mesh having a number of vertices higher than 100 is marked as not batchable. This will consequently break batching, increasing the number of draw calls and reducing performances. To overcome this inconvenience, you can set the global PIXI.Mesh.BATCHABLE_SIZE
to a value that fits your skeletons.
spine-pixi-v8 does not have this limitation.
Spine Runtimes API access
The spine-pixi-v8 API is built on top of the spine-ts core and you can thus use the whole API it provides. Please consult the Spine Runtimes Guide for more information.