Officially released

Officially released, free for long-term use, with basically all the features of Spine, and supports exporting Spine-related data.

Free Forever · Built for 2D Games

Bone3 Skeletal Animation

A cloud-based skeletal animation editor designed for 2D games. Intuitive and easy to learn, with precision bone and mesh editing, plus support for IK, physics, and other constraints. Timeline-based keyframe animation, Spine data import/export in JSON and SKEL formats, and GIF / MP4 export. Create in Bone3, deploy with the official Spine Runtime.

Full Feature Overview

Everything from rigging to export

Cloud & Reuse

Cloud storage, one-click project duplication, quick skin image swap preview

Multi-format Export

SPINE JSON/SKEL data with atlas, GIF animation, MP4 video

Weight Binding

Weighted bone binding and mesh vertex weight editing

Constraints

Physics, IK, path, and transform constraints

Bone Operations

Rotate, move, scale, and skew bones

Bone Elements

Bones, slots, plain images, mesh images, paths, point elements

Image Operations

Rotate, move, scale, mesh edit, outline, create, deform

Draw Order

Drag to adjust the draw order

Skin Grouping

Quick skin grouping adjustments

Events & Audio

Keyframe event callbacks and audio binding preview

Multi-animation

Manage multiple animations in parallel

Batch Replace

Batch processing and replacement across image groups

Auto Keyframes

Automatic keyframe generation

Multi-track

Parallel multi-track animation editing

Keyframe Batch

Batch keyframe operations

Easing Curves

Easing presets and custom bezier curve tuning

Supported Game Engines

Spine data exported from the editor (JSON / binary) works directly with official Spine runtimes, covering mainstream 2D game engines and web runtimes.

Spine 4.2 / 3.8 data formats · Official runtime ecosystem

Unity

Unity

C2d-x

Cocos2d-x

CC

Cocos Creator

UE

Unreal Engine

Pixi

PixiJS

Laya

LayaAir

Godot

Godot

Defold

Defold

H5

HTML5 / spine-ts

Latest Updates

Track the latest progress on product capabilities, editing workflows, and export support.

Visit News Center
Industry NewsOctober 28

Game Animation State Machines: A Practical Guide to Transitions, Interruptions, and State Management

Learn how to design a game animation state machine with clear states, transitions, interruption rules, animation events, layered blending, and reliable tests.

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Industry NewsOctober 28

游戏动画状态机设计指南:过渡、打断与状态管理的实用方法

游戏动画状态机负责根据角色状态选择、切换和混合动作。本文从状态划分、过渡条件、打断优先级、动画事件、分层混合和调试验收六个方面,说明如何解决角色动作卡顿、乱跳、重复触发与收招困难等问题。

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Industry NewsOctober 27

Skeletal Animation vs. Frame-by-Frame Animation: Pros, Cons, and When to Use Each in Game Development

Compare skeletal animation vs. frame-by-frame animation in games: key differences, pros and cons, performance trade-offs, and how to choose the right workflow.

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