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AI-authored 2D rigging and animation, verified before it is written. rigc compiles a rig spec into skeleton data in the Spine 4.3 format, gates it with named assertions held to a spine-core round trip's verdicts, and emits nothing that fails. Ships as an agent skill.
Plays the compiled model rig-c builds, in the browser — as plain DOM elements or one canvas, with tracks, mixing, additive layers and per-pose bone hooks.
AI-authored 2D character parts from one painting: See-through layers assembled into rig-ready PNGs and a weighted-mesh rig spec that rig-c compiles and verifies before anything is written.
Puts motion from a pose — joint positions over time, from a video, a dataset or hand-placed points — onto a rig rig-c built: a body-18 pose sequence retargeted to bone keys, checked before it is written.
Getting started with the rig-c toolchain, for people: the inputs it needs, building the environment that makes them (NVIDIA GPU, Apple Silicon Mac, or none), and the path from one painting to a rig playing in the browser.
Adapters for rig-c: play a rig-c model inside a web engine or renderer (Phaser, PixiJS, Three.js) and, later, native engines, through @rig-c/play's core, with no Spine runtime. Planned; work starts once the toolchain is stable.