Show HN: 2D Spine Animation AI for Game (godmodeai.co)

29 points by lyogavin ↗ HN
I built this 2D Spine Animation AI for Game.

Upload a game character image, it directly generate 2D spine animation for your character that can directly apply 2k+ animations.

What it does:

- Auto rigging, auto bone structure generation

- Apply 2k+ animations in a click

- Layered image output

- export directly to spine animation to edit

- export to all game engines like Unity and Godots

- 10x easier, 10x cheaper for game development

8 comments

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Any possibility of getting all of those things except the animations themselves? Mostly curious about the auto rigging, auto bone structure and layered image output so I could do the animation myself with Spine yet use the tool so I can skip the annoying rigging/setup steps :) But currently it kind of forces me to generate the rigging + animation together.

Also, being able to touch up the model between Step 1 and Step 2 would probably be a neat addition, I could see some minor faults I could quickly clean up if I could download the generated .glb and import a new version, so Step 2 doesn't rely on a model containing mistakes.

Otherwise, this looks pretty damn good, the UX is slightly confusion at first, and the colors all over the place on the website itself, but it does seem to work better than I expected. Kudos for making the life of animators easier :)

Edit: two minor notes, the download URLs doesn't actually trigger a browser download, but instead shows it in the browser, and the uploaded files seems to end up being semi-public, no authentication at all. Might want to tell people to not upload private content just yet, or put uploaded/generated data behind auth. Might want to zip up all the files (so the directories for the image is correct too) and offer a download of that instead.

Edit2: Looking at the generated .atlas, are all the names correct? I'm seeing "animated_Orc Idle_7328aa0f" even in the .atlas files generated from my own characters, using a walking animation. The attachments in the skins also reference "animated_Orc" in the generated .json, maybe it's just some static string that isn't supposed to change?

As an indie dev, this is a really neat concept. Good luck building the startup!
How is the working under the hood? Is it creating a true 3D animation of the character, then converting that to a Spine animation?
In my little test (using my own meager talents to create the source character), it is impressive what it's able to do. But the end result is unusable.
Are you making an API?

I wouldn’t be using it for game dev - I want spritesheets of custom characters for a 2D animation maker agent.

The integration of AI with Spine animation is technically impressive, particularly the auto-rigging feature which addresses a traditionally challenging task. However, I'm curious about the accuracy of the bone structure generation for non-standard characters and how often manual adjustments are necessary. Additionally, the quality of retargeting animations to varying character proportions and the diversity of the animations I can imagine must be challenging