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GUI Spine nodes

Spine bone animations are available in GUI animations as well as in game objects. This manual explains how to use imported Spine animation data in GUI scenes.

Currently, Spine nodes do not support Spine events. For game objects with SpineModel components that contain events on the animation timeline, messages are sent to the game object. This is not supported with Spine nodes.

Any imported Spine bone animation is available in GUI scenes as well as in game objects (through the SpineModel component). In order to work with Spine bone animations in Defold, you first have to import the animation data and set up a Spine Scene resource. The Spine animation documentation describes how to do that.

To make the contents of a Spine Scene resource available in a GUI scene, add it to the scene by right-clicking the Spine Scenes section of the scene in the Outline and select Add Spine Scene. Choose the Spine Scene you wish to use in the scene.

Add Spine Scene

Added Spine Scene

Now, if you create a Spine node (right click in the Nodes section of the Outline and select Add Spine Node) you are able to set the properties of the new Spine node accordingly:

Spine node

Spine Scene
The Spine Scene to use as a data source for this node.
Spine Default Animation
The animation to automatically start playing when the scene is initialized.
The skin to use for the animation when the scene is initialized.

Runtime animation control

Spine nodes can be controlled in runtime through script. To start an animation on a node, simply call the gui.play_spine() function:

local catnode = gui.get_node("cat_note")
local blend_time = 0.3
gui.play_spine(catnode, hash("run"), gui.PLAYBACK_ONCE_FORWARD, blend_time, function(self, node)
    print("Animation done!")

The bone hierarchy

The individual bones in the Spine skeleton exist as GUI nodes. The nodes are named according to their names in the Spine setup.

Spine bone names

For instance, to attach another node to an existing bone node, fetch the bone node by name with gui.get_spine_bone() and attach the child to it:

-- Attach a text node to the tail of the cat
local cat = gui.get_node("cat_node")
local textnode = gui.new_text_node(vmath.vector3(400, 0, 0), "Hello tail!")
local tail = gui.get_spine_bone(cat, "tail")
gui.set_parent(textnode, tail)

All bones are also accessible through gui.get_node(), by the bone name prefixed by the name of the name of the Spine node and a slash (/):

-- Attach a text node to the tail of the cat
local textnode = gui.new_text_node(vmath.vector3(400, 0, 0), "Hello tail!")
local tail = gui.get_node("cat_node/tail")
gui.set_parent(textnode, tail)

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