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
| Command | Writes |
|---|---|
| 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.