Spine Quickstart

Welcome to Spine! Below we will briefly introduce you to all the bits and pieces needed to get you up and running with Spine. Let's go!

Trying and purchasing Spine

If you want to give Spine a quick try before purchasing, head over to our Spine Trial download page, click on the button for your operating system, and install the Spine Trial. The Spine Trial lets you try out all functionality the Spine Editor offers, except for saving and exporting projects.

To purchase Spine, head over to our Spine web store, select the version of Spine you want to purchase, and complete the checkout process. Afterward you will receive an email with a link to your license page. Your license page contains download links, your activation code, and your invoice.

In case you lost your license page email, use the Spine license recovery page to retrieve it.

If you run into issues or have questions before purchasing Spine, you can post on the Spine forum, look through the FAQ, or contact us.

Running Spine for the first time

The first time you run Spine you will be asked to enter your activation code.

Enter the activation code from your license page and press Submit to activate your Spine installation. The Spine Trial works without entering an activation code.

The Spine Launcher is now ready for use. It lets you select the Spine Editor version you want to run and also the user interface language.

If you select Latest in the version select box, the Spine Launcher will load the newest production ready release of the Spine Editor.

If you select Latest beta, the Spine Launcher will load the newest Spine Editor beta release. Beta versions let you try new features and are a great way to give us feedback early on during a feature's development! However, beta versions are not meant for production.

You can also select a specific Spine Editor version. If you use Spine in production, we highly suggest to fix the Spine Editor version you are working with. Learn more about Spine version management.

The Spine Trial always gives you the latest Spine Editor beta version.

Once you are happy with your version and language settings, click Start to run the Spine Editor.

The welcome screen is your window into the Spine world! From here you can open one of the many example projects that come with Spine or create or open your own projects.

You can also read the latest Spine news and review the latest changes we have made to the Spine Editor. This is a great way to stay on top of what is happening!

The Tips section displays handy workflow insights that make your day-to-day work with Spine more efficient, while the items in the Learn section allow you to quickly access our in-depth documentation and forums, should you have a question.

Go ahead, and open one of the example projects!

Getting to know the Spine Editor

The Spine Editor offers powerful tools and features to make editing your 2D animations as simple and efficient as possible. We have prepared learning materials to get you up and running in no time.

Spine Academy is your point of entry into Spine's documentation. For a basic understanding of the Spine Editor, start with the Spine User Guide, specifically the first two sections: Getting Started and Basic Concepts.

Once you are familiar with the basics, explore the example projects that come with Spine. You can access them from the welcome screen. We have prepared in-depth explanations of how each example project is setup on our Example Projects page.

For your first Spine project you will need to prepare images that you want to animate using image editing or digital painting software like Adobe Photoshop or GIMP. We provide scripts and plugins for various image editing software to make bringing your images into your Spine project a breeze.

Eventually you'll want to display your animations in your game, app, or on your website. This is were Spine's powerful export functionality comes into play. Besides standard image and video formats, Spine also exports to efficient binary and JSON formats that allow you to display your animations in games, apps, and websites using our Spine Runtimes.

Getting to know the Spine Runtimes

The Spine Runtimes are code libraries that that you can use in your game, app, or website to load and render your animations. But we don't stop there – games and apps are dynamic and interactive and your animations should be too.

Our APIs provide direct access to animation data, which can be manipulated procedurally. You can also combine animations, crossfade them, and more. Check out our Spine Demos to see some of these possibilities in action.

The Spine Runtimes integrate with many popular game engines and frameworks, such as Unity, Unreal Engine, Cocos2d-x, or PixiJS. These engine and framework integrations sit on top of our programming language specific generic runtimes. The generic runtimes can be used to integrate Spine into custom game engines or frameworks.

The Spine community has also created many third party runtimes. Check out the full list of official and third party runtimes.

You can find the source code and example projects for every official Spine Runtime in the Spine Runtimes GitHub repository. There you can also file issues for any bugs you find or send pull requests if you want to contribute to the Spine Runtimes.

Getting help

If our documentation does not answer all your questions, we are happy to support you on our Spine forums. Not only can you ask us and the community questions there, but you can also show off your work and geek out about Spine and animation with like-minded individuals!

For licensing and business related inquiries, please contact us via our contact form.

Keeping up-to-date

To stay up-to-date with the latest news and developments surrounding Spine, make sure to read our blog and follow us on Twitter.

Check out the changelog to see the latest feature additions and bug fixes we've made, and have look at our roadmap to see what's coming next!