Editing presets in Spine (template round trip)
Spine 3.8 has no plugin API, so presets are edited in Spine through files:
Builder ──Generate──▶ package (.json + images) ──Import Data──▶ Spine 3.8.75
▲ │ edit
└──── Import template from Spine… ◀── Export → JSON ◀──────────┘
Steps
- Generate any preset in the builder (or open any Spine 3.8 project of your own).
- In Spine: Import Data → the package's
.json→ New project. See the package'sIMPORT_IN_SPINE.md. - Edit freely: move or add bones and slots, swap or add images, reshape meshes, change keys,
curves, timing, colours, events and draw order. Save your
.spineproject as usual. - In Spine: Export → JSON, tick Nonessential data, export next to your images folder.
- In the builder: Import template from Spine… → pick the exported
.json. * The images folder is found from the export; choose it by hand if not. * If the skeleton has several animations, choose the one the template plays. * Check the tint roles: which slots follow Primary colour, which follow Secondary colour, and which keep the colours you animated in Spine. - Register template. It appears in the browser marked "template" and can be generated like any preset, as many times as you need, each with its own instance name.
To update a template, export again and register with the same id and Replace existing template
ticked. The version goes up and the old version is moved to _backup in the templates folder.
What the builder changes in a template
| Control | Effect on your Spine data |
|---|---|
| Instance name | Prefix for every bone, slot, attachment, event, animation and image folder |
| Primary / secondary colour | Replaces the RGB of slots with that tint role (alpha is kept) |
| Opacity | Multiplies every slot alpha |
| Scale, rotation, position, mirror | Applied to the root bone's setup pose |
| Duration | Retimes every key, event and draw-order change proportionally |
| Start delay | Shifts everything later and keeps slots hidden until it starts |
Everything else, including bone hierarchy, art, meshes, curves and key values, stays exactly as you made it. Effect-specific controls such as ray count belong to built-in generators and are not available on templates.
Supported in templates
Bones; region, mesh, bounding box, point and clipping attachments; rotate, translate, scale and shear keys; slot colour, two-colour and attachment keys; deform keys; draw order keys; events without audio.
Not supported yet: IK, transform and path constraints; linked meshes; skins other than
default; audio events. The import dialog names the exact item to remove.
Where templates live
Documents\Anim2D\FX Templates\<template id>\ (open it with Open templates folder). Each template
folder holds preset.json, template.json (your Spine data with the instance prefix removed),
template_meta.json (tint roles, source file) and images\.
Notes
- The preview does not draw meshes, clipping, shear or draw-order changes; it says so above the canvas. Check those in Spine.
- Slots you leave visible at the end of the animation stay visible; the builder warns but does not change your authoring.
- Regenerating creates a new package. It never edits a
.spineproject.
Anim2D 0.19.0 · Edit this page on GitHub