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A practical walkthrough

Take a game symbol from Keyframe to PixiJS

Preview a gem, export a Spine bundle and verify it before adding it to your game.

Open the gem example ↗

1. Choose the motion

Open the gem example and switch clips in the timeline. Adjust the scale or timing of a win keyframe, then play the clip again. Save the editable project JSON alongside your game assets.

2. Match the runtime version

Open Export and select Spine. Choose Spine 4.2 for a compatible Spine 4.2 runtime, such as spine-pixi-v8 with PixiJS 8. Choose 3.8 for a compatible legacy runtime. The skeleton version and runtime version must agree; follow the runtime documentation for installation and licensing.

3. Inspect the bundle

The ZIP contains a skeleton, an atlas, texture pages and a test.html preview. Extract the files together. Serve the folder with a local web server and open the preview to check the clips, transparency and framing before integrating them into your game.

4. Bring it into the game

Put the skeleton, atlas and textures in your game's public assets folder. Load them with your chosen Spine runtime, then play a clip using the name shown in the editor. Keep relative texture paths intact.

Export limits: clips bake constraints and secondary motion into keys. Weighted meshes and deformation keys are included. Inverse clipping and attachment crossfades need particular care; compare the exported result with the editor.

PixiJS integration guide →

Official spine-pixi documentation →