# Claude Prompting Guide for Spine Animation AI Getting great results from Claude depends on giving it the right context. This guide shows what works. --- ## The Golden Rule **Be specific about assets, intent, and constraints.** Claude can't see your files unless you attach them. It doesn't know your target engine unless you say. The more context, the better the output. --- ## Prompt Templates ### Starting from scratch (separated PNGs) ``` I have separated body part PNGs for a [description] character: - head.png, torso.png, left-upper-arm.png, right-upper-arm.png, left-lower-arm.png, right-lower-arm.png, left-thigh.png, right-thigh.png, left-leg.png, right-leg.png [Attach all PNGs + reference assembled image if available] Please: 1. Auto-position the parts using position_parts.py 2. Build a Spine 4.2 skeleton JSON 3. Create idle and walk animations 4. Generate a preview.html The character should look [style notes: cartoony / realistic / cute / etc.] ``` --- ### Starting from an atlas ``` I have a Spine atlas for my character [attach skeleton.atlas + skeleton.png]. The parts are: [list part names or say "use the atlas region names"]. Please: 1. Build a skeleton JSON with the standard humanoid bone hierarchy 2. Add idle, walk, and attack animations 3. The character is [description: side-scrolling game hero / top-down RPG / etc.] ``` --- ### Fixing an existing skeleton ``` Here's my Spine JSON [attach skeleton.json]. Problems I can see: - The right arm is about 80px too high - The head seems rotated wrong (looks tilted) - The draw order puts the left leg in front of everything — should be behind torso Please: 1. Fix these issues 2. Output corrected skeleton.json 3. Output adjustments.json showing exactly what changed ``` --- ### Adding an animation to an existing skeleton ``` Here's my skeleton.json [attach]. It already has an idle animation. Please add: - A wave animation (right arm waves, 1.5s, 2 cycles) - A jump animation (full body, includes anticipation squat, 1.0s) Keep the existing idle animation unchanged. ``` --- ### Iterating after reviewing the preview ``` I reviewed preview.html and here's what needs fixing: 1. The hat floats about 20px above the head — pull it down 2. The walk cycle arms swing too wide — reduce the arm rotation range by 50% 3. The idle animation speed feels too fast — slow it down by 20% Here's the current skeleton.json [attach]. Output a corrected skeleton.json and updated adjustments.json. ``` --- ## What Claude Needs to Know | Information | Why it matters | Example | |-------------|---------------|---------| | Part names | Maps to skeleton slots | "head, torso, left-arm, right-arm, waist, left-leg, right-leg" | | Target engine | May affect JSON format | "Unity with Spine Unity runtime", "Phaser 3", "just preview" | | Canvas/viewport size | Sets skeleton bounds | "600x900 pixel canvas" | | Animation style | Affects easing and timing | "snappy and energetic", "slow and floaty" | | Reference image | Enables auto-positioning | [attach assembled_character.png] | | Current issues | Tells Claude what to fix | "the arm is too high by ~50px" | --- ## Common Mistakes ### ❌ Asking without attaching files ``` Can you fix my skeleton? The arm is wrong. ``` Claude can't see `skeleton.json` unless you attach it. --- ### ❌ Being too vague about the problem ``` The animation looks bad. ``` Better: ``` The walk cycle arms don't swing — they're stuck at their rest position. Also the hip doesn't bob. Here's the JSON [attach]. ``` --- ### ❌ Not specifying the Spine version Spine 4.x and 3.x have different JSON formats. Default assumption is **4.2** unless you say otherwise. --- ## Tips for Non-Standard Characters **Quadrupeds (animals, horses, dogs):** ``` This is a dog character. The bone hierarchy should be: root → spine → neck → head → tail → front-left-leg (shoulder → lower-leg → paw) → front-right-leg (same) → back-left-leg (hip → lower-leg → paw) → back-right-leg (same) ``` **Vehicles:** ``` This is a car. I want it to have: - A wheel-spin animation (all 4 wheels rotating) - A suspension-bounce animation (body rises/falls slightly) No humanoid hierarchy — treat each wheel as an independent bone. ``` **Abstract/custom:** ``` This is a jellyfish. It has a dome body and 8 tentacles. Create an idle animation where the dome pulses and tentacles trail. ``` --- ## Working with the Interactive Editor The `demo/sombrero_editor.html` is a useful reference for understanding what adjustments look like in practice: 1. Open it in a browser 2. Click a body part to select it 3. Drag to reposition, or use the numeric inputs for precision 4. Click "Export Layout JSON" when satisfied 5. Paste that JSON to Claude: *"Apply these offsets to my skeleton.json"* This gives you a visual, tactile way to figure out the right numbers before asking Claude to apply them.