I thought I would go ahead and put a topic up in regards to GM:S and Spine. With version 1.3, GameMaker now supports (Officially) loading Spine .JSON files and as such our project moved over to using Spine animations directly. Here I thought would be a good place to put some pointers in using both software's in combination and the little things we have noticed thus far using them.
First off YoYo games put up a techblog regarding Spine and GM:S I'll link here http://yoyogames.com/tech_blog/55 that is a must read, but there is a few pointers worth noting in regards to the current support for Spine not mentioned. If you use the "_ext" functions for setting animations where you can define tracks and play multiple animations at the same time, on the same skeleton, keep in mind the frame counts for your animations. If the 2 animations do not share the same frame count the animation will jitter, twitch, or play just a fraction of the frames in the total animation.
We have found if all the animations contain the same frame count this doesn't happen and probably is related how GM:S handles image_index's within the software. This could be fixed later on and may very well have been hotfixed by now but it's something to keep in mind for now when using animations. Also note when you load the Spine file WAIT for GM:S to finish loading and importing the file. It doesn't tell you but if you watch the debug console you'll see what I mean. Closing the sprite dialog before it is finished has caused for us at least, for the Spine file to not load all the way.
Also if you use multiple tracks the normal draw_sprite functions within GM is not usable, it seems or we may be doing it wrong, it's a process we are working through but I thought I would mention this in-case someone had an answer.
Overall it is going great and looks fantastic so please reply if you are using GM:S with Spine as well since we have just recently started implementation of it I am curious if anyone else has been using it as well and any issues they have noticed.
Some more information to those who are curious:
If you wanted to attach images to the skeleton during runtime you should note that the functions for this, skeleton_attachment_create, skeleton_attachment_set, and skeleton_attachment_get also have a bit of a performance hit. Now under normal circumstances with just a few animations in view this is negligible and not noticeable but if you was planning for many many animations to be on the same screen you may see a slight performance drop.
Also when you define values for an animation you are setting those values for the current object using that animation. There isn't or not that we have seen a global way to define these values for all objects that use the same animation. Now you may be-able to reference a "parent's" values to use with other objects and should save you some code.
Finally the current support for Spine in Game Maker: Studio doesn't support any meshing or FFD and having this information within your animation will cause GM:S to complain the .JSON file is malformed. Disregarding that though, it has been fantastic to use Spine within GM: S and everything looks really great and works wonderfully.