Rigby2DDocs

Shipping

Export

Games and apps load skeleton exports: the skeleton data plus a texture atlas. Your .rigby work file stays the source; export again whenever it changes.

#Export commands

CommandWrites
File ▸ Export JSON + atlas… (Ctrl+E)name.json in the project's format version, name.atlas, name.png
Export as format 3.8… / 4.2… / 4.3…The same, in that skeleton JSON version.
Export .skel + atlas (4.3)…Binary name.skel (smaller, faster to load), name.atlas, name.png

The images actually used are packed into one atlas page. Its filter follows the project's Textures setting (Linear or, for pixel art, Nearest).

#What is exported

Bones, slots, skins, all attachment types, IK, transform, path, physics and slider constraints, events, and every animation with bone, slot, deform, sequence, constraint, draw-order and event keys. Import and export are lossless: a file opened and exported again keeps its data.

Not exported (editor-only, kept in .rigby): film output settings, poses and face controls, audio tracks and the workspace. What they produced (keys) is exported.

Note

Binary .skel covers format 4.3 rigs. Rigs using features it cannot hold (point attachments, separate RGB / alpha color keys) export to .json instead; validate_project in the MCP server tells you before you try.

#Opening exports

File ▸ Open also imports .json and .skel exports (with their .atlas or an images folder), in the Game workspace. Save them as .rigby to keep working.

Next: play the export in your game.

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