spine_generate_animation_json
Reads a Spine JSON skeleton and generates a modified copy with basic animation keyframes selected from a natural-language goal. Writes enhanced JSON and manifest, leaving original unchanged.
Instructions
Generate a modified Spine JSON copy by adding basic animation keyframes to an existing skeleton. Supports breathing, head_float, tail_swing, blink, paw_wave, logo_bounce, and floating by reading bones, slots, skins, and animations from sourceJsonPath. Use this for Photoshop-to-Spine JSON or existing exported Spine JSON. It only writes JSON and generation.manifest.json; it does not open Spine, import, export, pack textures, automate UI, bind mesh, edit weights, or modify .spine binaries.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| loop | No | Whether the generated keyframes should be loop-friendly. Spine JSON stores loop behavior at playback time, so this is recorded in the manifest. | |
| duration | No | Animation duration in seconds. Defaults to 2. | |
| userGoal | Yes | Natural-language animation goal used to select basic JSON animation timelines. | |
| overwrite | No | When false, stop if outputJsonPath exists or animationName already exists. When true, overwrite those generated targets. | |
| animationName | No | Animation name to add under animations. Defaults to "generated_loop". | generated_loop |
| characterType | No | Optional character hint such as "cat", "mascot", "logo", or "generic". | |
| outputJsonPath | Yes | Destination JSON file where the modified copy with generated animation will be written. | |
| sourceJsonPath | Yes | Source Spine JSON file to read. It is preserved unchanged. |