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Spine is an animation tool that focuses specifically on 2D animation for games. Spine aims to have an efficient, streamlined workflow, both for creating animations using the editor and for making use of those animations in games using the Spine Runtimes. FEATURES: The dopesheet is at the heart of animating. It provides a detailed view of all the timelines that make up an animation and allows fine adjustments to be made to the animation's timing. Instead of drawing rectangles, meshes allow you to specify a polygon inside your image. This improves the fill rate because pixels outside the polygon won't be drawn, which is especially important for mobile game. Meshes also enable FFD and skinning. The graph editor defines bezier curves for interpolation between keys, allowing for much more life-like movement. Free-Form Deformation FFD allows you to move individual mesh vertices to deform the image. FFD allows meshes to stretch, squash, bend and bounce in ways that aren't possible using rectangular images. Constraints can be defined to animate using inverse kinematics IK and the Pose tool uses multi-bone IK to quickly pose a skeleton. When the bones move, the vertices move with them and the mesh is deformed automatically. Posing a character with images that can bend becomes as easy as just positioning the bones. Define paths using composite Bézier splines, then constrain bones to follow them. Paths make complex movement easy and enable advanced rigging by controlling a large number of bones in an intuitive way. Spine exports animation data in its own, documented JSON and binary formats which are ideal for use with the Spine Runtimes. Spine can also export animated GIFs, PNG or JPEG image sequences and AVI or QuickTime video. Skins allow switching between sets of attachments. They provide organization for attachments and enable animations that change attachments to be reused for different characters. Spine can import data in its JSON or binary formats, which enables a path to import data from other tools into Spine. Skeletons and animations can also be imported from other project files. A bounding box is a polygon that is attached to a bone. Like images, the polygon is manipulated as the bone moves. This can be used for hit detection and physics integration.

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