spine

Configure Spine animation workflows in CSL with Spine_Animator and Spine_Instance.

Updated Feb 7, 2026
One-click install
npx skills add https://github.com/All-Out-Games/reusable-weapons-csl --skill spine
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: spine
Source: https://github.com/All-Out-Games/reusable-weapons-csl/tree/main/.claude/skills/spine
Command: npx skills add https://github.com/All-Out-Games/reusable-weapons-csl --skill spine

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill provides a structured approach to using Spine animators and Spine_Instance in CSL, enabling reliable creation, control, and rendering of both character and UI spine animations within games.

Core Features & Use Cases

  • Spine_Animator wraps a Spine_Instance to drive in-scene animated entities; it exposes awaken(), set_animation(), and skin control, simplifying integration with gameplay systems.
  • Spine_Instance offers a standalone path for UI animations or manual spine control, with lifecycle management via destroy() to prevent memory leaks.
  • Use cases include character idle/walk/attack sequences, dynamic UI spines, and skin/color changes synchronized with gameplay events.

Quick Start

Create a Spine_Animator on an entity, awaken it, and set its idle animation to loop.

Frequently Asked Questions about spine

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I set up Spine animations for game characters in CSL?▼

To set up Spine animations in CSL, create a Spine_Animator on an entity, call awaken() to initialize it, and use set_animation() to play sequences like idle or walk loops. You can also apply set_skin for gameplay synchronized changes.

Can I use Spine animations for UI elements in game scenes?▼

Yes, you can use Spine animations for UI elements. Spine_Instance provides a standalone path for manual control of UI spines, allowing you to render dynamic interface animations independently from in-scene entities.

What is the difference between Spine_Animator and Spine_Instance?▼

Spine_Animator wraps a Spine_Instance to drive in-scene animated entities and integrates with gameplay systems. Spine_Instance offers standalone manual control for UI animations, requiring explicit lifecycle management to prevent memory leaks.

How do I prevent memory leaks when using Spine_Instance?▼

To prevent memory leaks with Spine_Instance, you must manage its lifecycle properly by calling destroy() when the animation is no longer needed. This ensures safe creation and destruction of standalone UI spine resources.

How do I change character skins dynamically during gameplay?▼

You can change character skins dynamically by using the set_skin function on a Spine_Animator. You can also use get_skins to retrieve available options, allowing visual changes synchronized with gameplay events.

Does this approach support bone transforms for character animations?▼

Yes, the Spine animation workflow supports bone transforms. You can configure bone transforms alongside setting animations and skins to achieve fast, flexible visual motion for both character and UI spine elements.