General Requirements
This guide covers the fundamental requirements for creating models that work with EmoteLab. Understanding these requirements is essential before you begin creating your model.
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You need Spine to create EmoteLab-compatible models. This guide is not a Spine tutorial and assumes you have a very basic understanding of Spine in general.
Spine Version Requirements
Spine Editor version 4.3.39-beta or higher is required. Models must be exported from Spine Editor version 4.3 or later.
Required Files
Every model must include these files in a single folder:
ModelFolder/
├── ModelName.json (required - skeleton file)
├── ModelName.atlas.txt (required - atlas file)
├── texture1.png (required - texture images)
├── texture2.png (required - texture images)
├── icon.png (optional)
├── LICENSE.txt (optional, or LICENSE.md)
└── ... (additional texture files as needed)
Skeleton File Format
- Format: JSON only
- Extension:
.json - Binary format not supported: Local models do NOT support
.skel.bytesformat - File naming: Must be named
[ModelName].jsonwhere[ModelName]is your model's name
Atlas File Format
- Extension:
.atlas.txt - Format: Standard Spine atlas text format
- File naming: Must be named
[ModelName].atlas.txtwhere[ModelName]matches your skeleton file name
Texture File Format
- Extension:
.png(lowercase) - Color mode: RGBA, straight alpha
- Naming: Texture file names must exactly match what's specified in the atlas file
- Case-sensitive: File names are case-sensitive on some operating systems
Optional Files
You can include these optional files to enhance your model:
-
Preview Icon:
icon.png- Displayed in the Models list
- Recommended size: 128x128 pixels or square aspect ratio
- If not provided, a default icon is shown
-
License File:
LICENSE.txtorLICENSE.md- Contains license and attribution information
- Users can view this via the license button
- Important for distribution
Model Content Requirements
Basic Model Components
Your model must include:
- Skeleton: Bone hierarchy defining the model's structure
- Slots: Attachment points for images
- Skins: Collections of attachments
- Animations: Animation data
- Atlas: Texture organization information
- Textures: Image files for visual appearance
Model Complexity Considerations
While there are no hard limits, consider:
- Performance: Very complex models may impact performance
- File size: Large texture files increase loading time
- Organization: Well-organized models are easier to work with