Upload one character image and get 2D skeletal animation — the AI cuts your artwork into layers, rigs the bones for you, and animates it. Download the walk cycle as transparent WebM or GIF, or take the whole rig away as a Spine file — every render exports to all versions from 3.5 to 4.2, so it drops into whichever runtime your project already uses.
Start creating now — upload your character
Drop your character here
or click to browse — PNG with transparency works best
Best input: full-body character, head to feet · transparent PNG · ~700–1024px per side.
4 credits to rig a character, then 1 credit per animation — see how pricing works.






Rig once — render unlimited animations in seconds
The same workflow a professional 2D skeletal animator follows in Spine or Live2D — layer separation, piece cutting, rigging, and animation — fully automated by AI.
The AI decomposes your character into six body-part layers — head, both arms, both legs, and torso — reconstructing the artwork hidden behind overlaps.
Arms and legs use a joint-marked 3-layer model (upper arm → forearm → hand, thigh → calf → foot) guided by elbow/wrist or knee/ankle cut points. Head and torso split into up to six pieces — the same granularity a professional Spine artist would cut.
The AI infers the skeleton: which piece connects to which, and what each piece is (face, trunk, upper arm…). Built once per character, reusable forever.
Pick from ~400 clips across fourteen motion categories and it is retargeted onto your rig. Take the result as transparent WebM and GIF, or as a Spine export (skeleton.json + atlas + PNG) — every render is written in all versions from 3.5 to 4.2, so it opens in whichever Spine runtime your project already uses.
Most AI animation tools redraw every frame from scratch, which is where flicker, melting details and off-model faces come from. This one works the way 2D skeletal animation software does: your artwork is cut into layered pieces and moved by bones.
Every frame is made of your exact pixels and line work — the character just moves. So the walk, the idle and the attack all look like the same character, because they are the same pieces on the same rig.
Every render gives you a flat video for quick use and the underlying rig for real production work.
A zip with skeleton.json, the .atlas and the packed .png, written in every Spine version from 3.5 to 4.2 — pick yours from the download menu. Load it with any official runtime — spine-unity, spine-godot, spine-phaser, spine-player — or import it into the Spine editor and keep animating by hand.
VP9 video with a real alpha channel. Drop it into a game engine, a video editor, or a web page without cutting out a background first.
A transparent GIF for Discord, itch.io pages, store listings, and anywhere a video file is awkward.
Spine is a product of Esoteric Software. This tool writes their file format but is not affiliated with or endorsed by them — using the Spine editor or runtimes needs your own Spine licence.
The AI was trained on full-body game character art — feed it a clean, whole character and the rig quality shines.
The whole character should be visible, with limbs readable rather than tangled together. Anime and Arknights-style sprites are the sweet spot, and any orientation works — front, three-quarter or side.
An RGBA PNG with a clean transparent background gives the layer splitter the clearest signal. Around 700–1024px per side is ideal.
Half-body portraits, drop shadows, and cluttered backgrounds reduce decomposition and rigging accuracy.
Working with pixel-art characters? Try the AI Pixel Art Sprite Generator — or for high-resolution frame animations, the AI Sprite Generator.
No more subscriptions. Just pay for what you use.
With our monthly subscription, you can use up to 200 generations per month by sharing your generation results publicly with our community, this works for the sprite generator, pixel art animation generator, 2D spine animation generator and 3D animation generator. Private generations will use your regular credits.
This helps showcase your work and your game, while helping other users learn how to use the product effectively.
Skeletal animation is billed per step rather than per generation, because building a rig takes far more GPU time than replaying an animation on one. You pay to rig a character once, then every animation after that is a single credit.
Rigs are saved as projects, so you can reopen a character months later and render new animations without paying to split it again. If a step fails, its credits are refunded automatically. Subscribers who share publicly pay no credits at all — those steps count toward the monthly allowance instead.
Up to 200 generations with community sharing
Perfect for trying out our AI magic
Great for regular creators
Best value for power users
Credit packs are one-time payments. Monthly subscription renews automatically.
Get up to 1,000 free credits!
Have followers on X, TikTok, YouTube, or other platforms? Share our product and earn free credits!
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Rigging, formats, pricing, and more
Commercial use is included on every plan. You own what you generate — ship it in your games, apps, films, and other commercial products. Details