Best Spine MCP Servers
Spine is 2D skeletal animation software for video games and apps developed by Esoteric Software. It's designed for creating animations using a skeleton system where characters and objects are built with interconnected bones, allowing for smooth and efficient animations.
Why this server?
Provides specialized tools for managing and inspecting Spine skeletal animations within the editor, including the ability to list skeletons and atlases, retrieve skeleton-specific metadata such as animations and skins, and access skin images.
AlicenseBqualityDmaintenanceConnects LLMs to Phaser Editor v5 to facilitate the management of game scenes, assets, and tilemaps. It enables developers to create, modify, and inspect game content within the editor's environment through natural language interactions.6158 npm36ISCWhy this server?
Allows importing Spine animation resources (atlas and skeleton files) and configuring Spine animation mappings on objects in GDevelop projects.
AlicenseAqualityCmaintenanceProvides a local control plane for GDevelop game projects, enabling Codex to open projects, build previews, and serve them over HTTP for debugging.19MITWhy this server?
Provides cutout skeletal rigging and animation assembly compatible with Spine/DragonBones/Godot cutout workflows, including rig kit export and pose synthesis.
AlicenseAqualityDmaintenancePixelForge MCP provides a pipeline for converting AI-generated illustrations into in-game dot sprites. It automates background removal, pixelization, palette unification, outlining, and spritesheet packing via MCP tools.18MITWhy this server?
Provides tools for automating Spine asset pipeline tasks through the official Spine CLI, including exporting projects, packing texture atlases, summarizing JSON and atlas files, and validating runtime assets.
AlicenseAqualityDmaintenanceAutomates Spine asset pipeline tasks such as export, texture packing, resource validation, and file summarization through the Spine CLI.6MITWhy this server?
Generates Spine 4.2 rigs and procedural animations (idle, walk, run, jump, attack, hit) from PSD files, producing .json skeleton files ready for the Spine editor.
AlicenseAqualityDmaintenanceAn MCP server that converts layered PSD characters into Spine 4.2 rigs with deterministic, parametric 2D/2.5D animations (idle, walk, run, jump, attack, hit) ready for the Spine editor and Unity.42MITWhy this server?
Integrates with a licensed Spine CLI to pack textures into atlases, create editable .spine projects from runtime JSON, export runtime output, inspect Spine projects, and generate editable Spine 2D rigs and animations when the CLI is available.
FlicenseAqualityAmaintenanceEnables converting layered PSD or PhotoshopToSpine exports into validated Spine 2D rigs, animations, atlases, previews, runtime JSON, and optionally editable .spine projects. It provides MCP tools and an OpenAI/Codex workflow for rigging, animation generation, validation, preview auditing, and batch processing.14-Why this server?
Provides tools to create production Spine 2D animations from cut-up character parts, generating runtime skeletons, packed atlases, and editable .spine projects, with rigging, animation, and preview capabilities.
FlicenseAqualityCmaintenanceMCP server for creating Spine 2D animations from cut-up characters, generating runtime skeletons, packed atlases, and editable Spine projects.93-Why this server?
Provides tools for reading, validating, and modifying Spine 4.1.24 JSON files, including animation timeline editing, with support for browser preview and WinForms observation.
FlicenseBqualityDmaintenanceMCP server for reading, validating, and modifying Spine 4.1.24 JSON animation files, with tools for animation timeline editing, validation, preview, and agent integration.36-Why this server?
Provides tools for taking layered PSD artwork through a deterministic Spine production pipeline: inspecting and classifying PSD layers, rigging with Spine 4.2 meshes, bones, weights, IK, physics, turn rigs, and slot juice; creating animations and procedural FX; validating runtime behavior; checking mobile budgets; and exporting game-ready .spine, JSON, and atlas packages. Also supports importing After Effects FX results back into Spine as sequence attachments.
FlicenseBqualityBmaintenanceEnables any MCP client to turn layered PSD artwork into game-ready Spine packages by inspecting and classifying layers, rigging with meshes, bones, weights, IK, physics and animation, applying procedural or After Effects-driven FX, and running runtime and mobile-budget validation with preview output. It finishes by exporting the final .spine, JSON and atlas assets so a model can drive a full art pipeline without hand-authoring rig data.49-