Spine Videos

Note: We now have tutorial videos that follow the Spine User Guide very closely. The videos below are older and, while they still contain a lot of useful information, some features may have changed slightly since they were created.

These videos can help you to quickly get started using Spine, as well as to explore Spine's advanced features, various workflow and productivity tips, and more.


Quickly get started with Spine by setting up your assets and creating a skeleton.

Start creating animations using this basic workflow.

Nate goes through all the small features that will make your experience with Spine smoother.

Features in depth

Quickly manipulate your skeletons with inverse kinematics by using the Pose tool.

How to animate which images are shown on your bones and what you can use this for.

Precise placement of bones and images relative to the local, global or parent coordinates.

Use copy and paste to quickly and easily offset looped sections of an animation.

The graph editor allows you to make your animations more life-like by using linear, bezier or stepped curves.

Skins allow animation reuse for characters with the same skeleton but different images. This video shows how to use skin attachments, which are placeholders for images that come from a skin.

Ghosting also known as Onion Skinning allows you to get a good idea of the flow of your animation and more easily tweak your animations. Here is how you use it.

Meshes and Free-Form Deformation allow you to manipulate and animate your images in far more detail, in this video we show you how it's done.


The Spine Artist Workshop from March, 2013.

The Spine Coding Workshop from March, 2013.


An alternative and fast way for you to set up your skeletons.

25 minute run cycle animation boiled down to 5 minutes.

This video shows how to do a run animation in Spine. Download the images and other files used in the video here.

How to get your data from Spine to Unity and render it correctly.

This video shows how you can use IK Constraints to pin bones into position.

How IK Constraints can be used to set up a character.