spine-mcp
MCP server for creating Spine 2D animations from cut-up characters, generating runtime skeletons, packed atlases, and editable Spine projects.
README
spine-mcp — Spine 2D animation MCP server
Make production Spine 2D animations from a cut-up character — straight from a
.psd or a PhotoshopToSpine export folder. Inspired by
ampersante/spine2d-animation-mcp,
but it ships real runtime rigs that play in spine-pixi / pixi games and
editable .spine projects (via the licensed Spine 4.3 CLI), with hand-crafted
motion instead of canned templates.
cut parts (you, in Photoshop) ──▶ rig_and_animate
PSD or PhotoshopToSpine export │
├─▶ <name>.json runtime skeleton (Spine 4.2)
├─▶ <name>.atlas + .png packed atlas
└─▶ <name>.spine EDITABLE project (open in your Spine)
──▶ preview (montage PNG) / wire into the game
Why it beats the original
| ampersante MCP | spine-mcp (this) | |
|---|---|---|
| Rig | auto by layer name | bones placed at joints, head/body hierarchy |
| Motion | predefined templates | hand-authored idle/win/blink/pop, squash-stretch, face-swap |
| Atlas | Pillow | real Spine CLI packer |
| Output | JSON / PNG / GIF preview | runtime rig that runs in the game + editable .spine |
| Head states | drawn stacked | collapsed to one slot, swapped in win/blink |
Tools
spine_doctor— check Spine CLI + Python depsinspect_source— list parts / detected head-state families before riggingrig_and_animate(source, out_dir, name?, kind?, anims?, make_editable?)— the main onepack_atlas(images_dir, out_dir, name)— Spine-CLI atlas packmake_project(runtime_json, out_spine)— runtime json → editable.spineexport_project(project, out_dir, fmt)—.spine→ runtime json+atlasproject_info(project_or_json)— bones/slots/animationspreview(rig_dir, images_dir?, out_png?, maxpx?)— keyframe-montage PNGbatch(roster_dir, out_root, kind?, make_editable?)— rig every export subfolder
Input conventions
- Head-state family: name the alt faces
<base>_win/<base>_blink(e.g.head,head_win,head_blink, orface,face_win,face_blink). They auto-collapse into one slot and swap insidewin/blink. - Glow layer named
Layer 2→ additive blend + pulse. Parts named*fire*→ flicker. Parts named*rot*→ spinning accent bone. - Leave a small overlap tab on each part under its joint so bends don't tear.
Install
The easy way, alongside the brain that knows how to use it:
/plugin marketplace add egorfedorov/mozg-plugin
/plugin install mozg-spine@mozg
Or wire it up directly — needs uv:
claude mcp add spine -- uvx --from git+https://github.com/egorfedorov/spine-mcp spine-mcp
From a checkout, for hacking on it:
uv venv && uv pip install -e .
./.venv/bin/spine-mcp # stdio MCP server
Your Spine licence stays yours
This project contains no part of Spine and grants no licence to it. Spine is
commercial software from Esoteric Software, and
everyone runs their own installation under their own licence. The server looks
for it at /Applications/Spine.app/Contents/MacOS/Spine, or wherever SPINE_BIN
points.
It works without one. Rigging and animating never start a Spine process — they are plain Python over Pillow and psd-tools. A licence adds three tools:
| needs Spine | |
|---|---|
rig_and_animate — skeleton, animations, atlas |
no |
inspect_source, preview |
no |
pack_atlas — the Spine packer |
yes |
make_project / export_project — editable .spine |
yes |
project_info |
yes |
spine_doctor reports what it found. One person's licence never reaches
another, and nothing degrades because somebody else has a different one.
Naming conventions it assumes
_classify decides what is a head from a word list tuned on one studio's art —
head, face, golova, crown, tooth. A layer called kopf or cabeza lands in
the body instead. Override it rather than renaming your art:
export SPINE_HEAD_WORDS="kopf,gesicht,krone"
Files
server.py— FastMCP server (tool surface)spine_rig.py— rig + animation builder (pure, importable, runnable standalone)spine_cli.py— Spine 4.3 CLI wrappers (pack / import / export / info)spine_preview.py— keyframe-montage renderer
Licence
MIT — see LICENSE. Written for, and used by, mozg's Spine 2D Animation brain, which is the half that knows how the rigs should move.
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