Rigby2D vs Spine

A free, open-source alternative to Spine

Rigby2D opens your Spine exports without loss and plays them with free runtimes: meshes, IK, physics and every animation, with no license to buy before you ship.

Rigby2DSpine
PriceFree, foreverEssential $69, Professional $379, Enterprise from $2,499 + $379 per user (perpetual license)
License to shipOpen source (MIT OR Apache-2.0); ship games with no fee and no revenue limitAn editor license is needed to use the runtimes; companies over $500,000 a year in revenue or funding need Enterprise
Meshes and IKIncludedProfessional and Enterprise only (not in Essential)
RiggingBones, weighted meshes, IK, transform, path, physics and slider constraints, clipping, skinsBones, meshes and weights, IK, transform, path and physics constraints, clipping, skins
Setup from artAutoRig: a layered PSD becomes an editable rig in one stepImport images or a PSD with a script; rigging by hand
Animation and filmFilm workspace: camera, audio tracks, renders to PNG sequences, WebM with alpha and MP4 at 4KExports images and video of animations
RuntimesGodot, Unity, Phaser, JavaScript and Rust, free and open sourceOfficial runtimes for many engines and frameworks
Your Spine filesOpens Spine JSON and .skel (3.8 to 4.3) and writes them back without loss-
AutomationPython scripting, add-ons, and a built-in MCP server for AI assistantsCommand line export

Spine details from its own site, October 2026. Prices and features change; check there before you decide.

Why switch to Rigby2D

  • Keep the money. Meshes and IK need Spine Professional at $379; in Rigby2D every feature is free, forever.
  • Ship without asking. No editor license to use the runtimes, no revenue cap, no Enterprise tier.
  • Bring everything. Your Spine exports open without loss, and Rigby2D can write them back.
  • Rig in one step. AutoRig turns a layered PSD into a working rig with bones, meshes and IK.
  • Animate for games and film. The same rig renders 4K film with a camera, audio and lip-sync.
  • Work with AI. A built-in MCP server lets assistants inspect, rig and animate your projects.

Switching

Export from Spine as JSON or binary (.skel) with your atlas, then open it in Rigby2D with File ▸ Open. Rigby2D reads Spine 3.8 to 4.3 data and keeps everything it reads; File ▸ Import ▸ Check a skeleton file reports what carries over before you switch.

Read the guide

Questions

Can I use my Spine projects in Rigby2D?

Yes. Export them from Spine as JSON or .skel with their atlas and open them in Rigby2D. They become Rigby2D projects you can keep editing and export again, including back to the Spine formats.

Do I need a license to ship a game made with Rigby2D?

No. The editor and the runtimes are open source under MIT OR Apache-2.0: there is no fee and no revenue limit.

Does Rigby2D play Spine physics and meshes?

Yes: weighted meshes, deform keys, IK, transform, path and physics constraints, clipping, skins and events all play in the Rigby2D runtimes.

Questions about switching? Ask on r/rigby2d: people who made the move answer there.

Join r/rigby2d

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