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K-ulucay

spine-anim-mcp

by K-ulucay

spine-anim-mcp

An MCP server that turns a layered PSD character into a Spine 4.2 rig and generates deterministic, parametric 2D/2.5D animations — idle, walk, run, jump, attack, hit — ready for the Spine editor and Unity.

Most PSD→Spine tools stop at rigging — they hand you a skeleton and leave the animation to you. This one generates the animations too, with pure math: same parameters in → byte-identical output. Reproducible, diffable, no broken AI-guessed poses.

PSD ──▶ rig (bones + slots + atlas) ──▶ procedural animations ──▶ .json + .atlas + .png

Why deterministic instead of AI?

Generative pose prediction produces anatomically broken results that cost more time to fix than to author by hand. Every animation here is a sampled mathematical function — a walk cycle is antiphase leg sines with opposing arm swing and a 2× vertical bob, not a guess. The trade-off is explicit: this tool owns locomotion and combat basics; expressive one-off animation stays in the Spine editor where an artist's eye belongs.


Related MCP server: spine-mcp

Features

  • PSD → joint-correct rig. Layers named after body parts (head, torso, arm_left, leg_right, …) become a topologically-ordered Spine 4.2 skeleton with anatomical pivots (upper-arm rotates at the shoulder, not the image center).

  • Six procedural generators, each fully parametric (see table below).

  • Loop-correct cycles. idle/walk/run are authored so frame 0 == frame N — seamless Spine looping, no popping.

  • Validated before write. Structural invariants the runtime reader assumes (single root, topological bone order, resolvable references, monotonic keyframe times) are checked at generation time, so failures are clear errors instead of silent import breakage.

  • Idempotent output. Identical inputs overwrite with byte-identical content and touch no other file in the output directory.

  • Unity-ready. Emits .json + .atlas + .png; full import guide in docs/UNITY.md.


Validation status

Phase 1 — implemented and validated end-to-end on two PSDs: a synthetic stick rig (examples/hero) and a real stylized 2D character (examples/adventurer) — a shaded adventurer with tunic, pants, and boots, split into 17 convention-named layers.

Real character, posed by the procedural engine

Live animations (looping GIFs), all from the same rig with no hand-keying:

Source PSD → idle → walk (static reference):

showcase

Per-animation keyframe breakdowns: examples/adventurer/walk_cycle.png, attack_sequence.png, jump_sequence.png.

Testing against a real character surfaced — and fixed — several issues that flat rectangles hid: limb parts must overlap at joints to avoid gaps when bent; a bone-hierarchy bug had the foot parented to the upper leg instead of the shin, so it tracked the wrong segment and detached when the knee bent; and the walk now uses 2-bone analytic IK foot-lock — the ankle is placed on a plant/swing path (planted on the ground through stance, arcing forward in swing) and the leg is solved to reach it. Because the foot is the IK target, it stays locked to the shin through the entire stride. No detachment.

Recommended before shipping art: open the generated .json in the actual Spine 4.2 editor and import into spine-unity to confirm against the real runtime. The headless renderer (examples/render_posed.py) solves forward kinematics independently — useful, but it is not the Spine runtime itself.

Animation catalog

Type

Loops

Method

Key parameters (defaults)

idle

sine breathing on chest/torso, half-freq head sway, arm drift

duration 2.0, breath_amp 2.0, sway_amp 1.0

walk

antiphase leg sine, opposing arm swing, 2× bob, torso counter-rotate

duration 1.0, stride 28, arm_swing 22, bob 3

run

walk with larger amplitudes + constant forward lean

duration 0.6, stride 45, arm_swing 40, bob 7, lean 8

jump

crouch → launch → apex → land → settle pose keys, eased

duration 0.9, crouch 18, rise 40

attack

windup → stepped strike → follow-through; hand picks arm

duration 0.5, windup 35, swing 80, hand "right"

hit

sharp recoil on root/torso/head then settle

duration 0.35, knockback 14

Generators are rig-agnostic within the humanoid convention: a 4-bone stick figure and an 18-bone character both animate; roles the rig lacks are silently skipped.


Install

git clone https://github.com/K-ulucay/spine_anim_mcp.git
cd spine-anim-mcp
pip install -e .          # pulls mcp, pydantic, Pillow, psd-tools

Requires Python 3.11+.

Run the tests

python3 tests/test_pipeline.py

Run the MCP server

spine-anim-mcp            # or: python -m spine_anim_mcp.server

Then point an MCP client (Claude Desktop / Claude Code) at it.


Quickstart

Given hero.psd with layers named head, neck, chest, torso, hip, arm_upper_left, arm_lower_left, leg_upper_right, … ask your MCP client to call:

import_psd_to_spine(
  psd_path = "hero.psd",
  animations = [
    { "type": "idle" },
    { "type": "walk", "params": { "stride": 34, "bob": 4 } },
    { "type": "run" },
    { "type": "attack", "name": "slash", "params": { "hand": "left", "swing": 95 } }
  ]
)

Output (in hero_spine/):

hero.json     # skeleton + idle, walk, run, slash animations
hero.atlas    # texture atlas
hero.png      # packed atlas page

Import into Unity per docs/UNITY.md (note: rename hero.atlashero.atlas.txt, spine-unity requires the .txt extension).


MCP tools

Tool

Purpose

import_psd_to_spine(psd_path, animations?, out_dir?, name?)

Full pipeline: PSD → rig + animations → files. Defaults to idle + walk.

animate_existing(skeleton_json_path, animations, out_dir?)

Add animations to an existing Spine skeleton (bones auto-mapped by name).

list_animation_types()

List available generators.

describe_animation_type(type)

Tunable parameters + defaults for one type.

animations is a list of { type, name?, params? }. type selects the generator; optional name renames the produced animation; params overrides defaults from the catalog above.


Layer naming

Layer names are matched to roles flexibly (lowercased, separators normalised), so Left Arm, arm_l, upperarm.L, and arm_upper_left all resolve to the same role.

Region

Roles

Spine

root, hip, torso, chest, neck, head

Left arm

arm_upper_left, arm_lower_left, hand_left

Right arm

arm_upper_right, arm_lower_right, hand_right

Left leg

leg_upper_left, leg_lower_left, foot_left

Right leg

leg_upper_right, leg_lower_right, foot_right

Full alias table: src/spine_anim_mcp/psd/conventions.py.


Project layout

src/spine_anim_mcp/
  server.py            FastMCP server + tool definitions
  pipeline.py          orchestration; idempotent file writes
  psd/parser.py        PSD -> flat part list (+ spec fallback for tests)
  psd/conventions.py   hierarchy, name->role aliases, pivot fractions
  spine/schema.py      Pydantic models = source of truth for Spine 4.2 JSON
  spine/builder.py     parts -> bones/slots/attachments (world->local transform)
  spine/writer.py      JSON serialiser + structural validator
  anim/generators.py   the procedural animation engine
  atlas/writer.py      shelf packer -> .atlas text + composite PNG
docs/
  SPECIFICATION.md     architecture, Spine 4.2 contract, animation math, roadmap
  UNITY.md             spine-unity 4.2 import + scripting guide
tests/
  test_pipeline.py     end-to-end test on a synthetic 18-bone humanoid

Roadmap

  • Real-PSD round-trip through the pipeline with FK-verified rig (examples/hero)

  • 2-bone IK foot-lock on walk/run (anim/ik.py) — feet stay planted

  • Confirm examples/adventurer/adventurer.json in the live Spine 4.2 editor + spine-unity

  • Extract real per-part PNG pixels into the atlas (currently bounds-only)

  • <part>[pivot] marker-layer support for per-part pivot overrides

  • Bezier easing on cyclic anims (currently linear/stepped) for snappier feel

  • Mesh-deform + skin-swap timelines (stronger 2.5D perspective)

  • Emit Spine IK constraints directly (so the editor re-solves), not just baked angles


Contributing

PRs welcome — especially:

  • Real-PSD test fixtures and Spine/Unity round-trip reports. This is the most valuable contribution right now.

  • New generators (add gen_<name>(rig, **params) to anim/generators.py, register in GENERATORS, document params in server.PARAM_DOCS).

  • Non-humanoid rig conventions (vehicles, creatures).

Generators must stay deterministic — no randomness, no model calls.


License

MIT — see LICENSE.

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