Create and manage sprite animations with multiple frames, animation tags, frame durations, and linked cels. Use when the user wants to animate a sprite, add animation, create movement, make it move, mentions "animation", "animated", "frames", "keyframes", "frame rate", "FPS", "timing", "duration", "walk cycle", "run cycle", "idle animation", "attack animation", "jump", "movement", "motion", or describes actions like "walking", "running", "jumping", "attacking", "breathing", "bobbing", "bouncing"
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npx mdskills install willibrandon/pixel-art-animatorComprehensive animation instruction guide with clear workflows, timing patterns, and practical examples
1---2name: Pixel Art Animator3description: Create and manage sprite animations with multiple frames, animation tags, frame durations, and linked cels. Use when the user wants to animate a sprite, add animation, create movement, make it move, mentions "animation", "animated", "frames", "keyframes", "frame rate", "FPS", "timing", "duration", "walk cycle", "run cycle", "idle animation", "attack animation", "jump", "movement", "motion", or describes actions like "walking", "running", "jumping", "attacking", "breathing", "bobbing", "bouncing". Trigger on animation tags, loops, playback, sequences, "add frames", "duplicate frame", "frame timing", "ping-pong", "loop", "sequence". Also for linked cels, static backgrounds, and frame optimization.4allowed-tools: Read, Bash, mcp__aseprite__add_frame, mcp__aseprite__delete_frame, mcp__aseprite__duplicate_frame, mcp__aseprite__set_frame_duration, mcp__aseprite__create_tag, mcp__aseprite__delete_tag, mcp__aseprite__link_cel, mcp__aseprite__get_sprite_info, mcp__aseprite__draw_pixels, mcp__aseprite__draw_line, mcp__aseprite__draw_rectangle, mcp__aseprite__draw_circle5---67# Pixel Art Animator89## Overview1011This Skill handles all animation-related tasks for sprites, including frame management, timing, animation tags (sequences), and linked cels for efficient animation.1213## When to Use1415Use this Skill when the user:16- Wants to "animate" a sprite or "add animation"17- Mentions "frames", "keyframes", or "frame rate"18- Describes motion: "walk cycle", "run cycle", "idle animation", "attack animation"19- Asks about "animation tags", "loops", or "playback"20- Wants to create "sprite sheets" for animation (coordinate with exporter Skill)2122**Trigger Keywords:** animate, animation, frames, walk cycle, run, idle, attack, loop, movement, motion2324## Instructions2526### 1. Understanding Animation Basics2728**Frame**: A single image in an animation sequence. Sprites start with 1 frame.2930**Frame Duration**: How long each frame displays (in milliseconds). Default: 100ms (10 FPS).3132**Animation Tag**: Named sequence of frames (e.g., "walk" frames 1-4, "idle" frames 5-8).3334**Linked Cel**: A cel that shares image data with another cel. Editing one updates all linked cels.3536**Playback Direction**:37- **Forward**: Frames play 1 → 2 → 3 → 4, then loop38- **Reverse**: Frames play 4 → 3 → 2 → 1, then loop39- **Ping-pong**: Frames play 1 → 2 → 3 → 4 → 3 → 2 → 1, then loop4041### 2. Creating Animation Frames4243**Adding Frames:**44Use `mcp__aseprite__add_frame` to create new frames:45- Frames are numbered starting from 146- New frames start as copies of the current frame (or blank)4748**Common Frame Counts:**49- **Idle Animation**: 2-4 frames (subtle movement)50- **Walk Cycle**: 4-8 frames (legs alternate)51- **Run Cycle**: 6-8 frames (faster, exaggerated)52- **Attack Animation**: 3-6 frames (windup, strike, recovery)53- **Jump**: 4-6 frames (crouch, ascend, peak, descend, land)5455**Duplicating Frames:**56Use `mcp__aseprite__duplicate_frame` to copy existing frames:57- Useful for creating variations58- Starting point for similar frames5960**Deleting Frames:**61Use `mcp__aseprite__delete_frame` to remove frames:62- Cannot delete the last remaining frame63- Frames are renumbered after deletion6465### 3. Setting Frame Timing6667**Frame Duration:**68Use `mcp__aseprite__set_frame_duration`:69- Duration in milliseconds (ms)70- 100ms = 10 FPS71- 50ms = 20 FPS72- 33ms ≈ 30 FPS73- 16ms ≈ 60 FPS7475**Common Timing Patterns:**7677**Even Timing:**78All frames same duration. Simple and predictable.79- Walk cycle: all frames 100ms (smooth 10 FPS)8081**Variable Timing:**82Different durations for emphasis.83- Idle: slow frames (150ms) for breathing effect84- Attack: fast strike (30ms), slower recovery (100ms)8586**Hold Frames:**87Longer duration for dramatic effect.88- Jump peak: 200ms (hang time)89- Impact: 50ms (quick flash)9091### 4. Creating Animation Tags9293**Purpose:** Organize frames into named sequences.9495Use `mcp__aseprite__create_tag`:96- Name: "walk", "idle", "attack", etc.97- From Frame: starting frame (1-indexed)98- To Frame: ending frame (inclusive)99- Direction: "forward", "reverse", or "ping-pong"100101**Example Tags:**102- Tag "idle": frames 1-2, ping-pong direction103- Tag "walk": frames 3-6, forward direction104- Tag "attack": frames 7-10, forward direction105106**Benefits:**107- Export specific animations separately108- Organize complex sprite sheets109- Game engines can reference tags110111### 5. Using Linked Cels112113**Purpose:** Share image data across frames to save memory and maintain consistency.114115Use `mcp__aseprite__link_cel`:116- Useful when frame content doesn't change117- Example: background layer stays same across animation118- Editing one linked cel updates all119120**When to Use:**121- Static background elements122- Character face in walk cycle (if body animates separately)123- Repeated frames in animation124125**Workflow:**1261. Create frames with content1272. Link cels that should share data1283. Edit once, updates everywhere129130### 6. Animation Workflows131132**Workflow 1: Walk Cycle (4 frames)**1331341. Create base sprite (or use existing)1352. Add 3 more frames (total 4)1363. Edit each frame for walk positions:137 - Frame 1: Left foot forward138 - Frame 2: Contact (both feet touching)139 - Frame 3: Right foot forward140 - Frame 4: Contact (both feet touching)1414. Set all frames to 100ms duration1425. Create tag "walk": frames 1-4, forward direction143144**Workflow 2: Idle Animation (2 frames)**1451461. Create base sprite1472. Add 1 more frame (total 2)1483. Slight variations:149 - Frame 1: Normal stance150 - Frame 2: Subtle movement (breathing, blinking)1514. Set frames to 500ms duration (slow, subtle)1525. Create tag "idle": frames 1-2, ping-pong direction153154**Workflow 3: Complex Multi-Animation Sprite**1551561. Create base sprite1572. Add enough frames for all animations:158 - Idle: 2 frames159 - Walk: 4 frames160 - Jump: 4 frames161 - Total: 10 frames1623. Arrange frames sequentially1634. Create separate tags:164 - Tag "idle": frames 1-2165 - Tag "walk": frames 3-6166 - Tag "jump": frames 7-101675. Set appropriate frame durations per animation168169## Examples170171### Example 1: Simple 2-Frame Idle172173**User Request:**174> "Add a simple idle animation to this sprite"175176**Approach:**1771. Add 1 frame (now have frame 1 and 2)1782. On frame 2, make subtle change (move pixels up/down 1-2 pixels)1793. Set both frames to 500ms duration1804. Create tag "idle": frames 1-2, ping-pong direction1815. Result: gentle back-and-forth idle motion182183### Example 2: 4-Frame Walk Cycle184185**User Request:**186> "Create a walk cycle animation for this character"187188**Approach:**1891. Add 3 frames (now have 1, 2, 3, 4)1902. Edit each frame for walk poses1913. Set all frames to 100ms duration1924. Create tag "walk": frames 1-4, forward direction1935. Result: looping walk animation at 10 FPS194195### Example 3: Variable Timing Attack196197**User Request:**198> "Add an attack animation with a fast strike"199200**Approach:**2011. Add 5 frames (total 6 frames, assuming frame 1 exists)2022. Frame sequence:203 - Frame 2: Windup (slow)204 - Frame 3: Prepare (slow)205 - Frame 4: Strike (fast)206 - Frame 5: Follow-through (medium)207 - Frame 6: Recovery (slow)2083. Set durations:209 - Frames 2-3: 150ms (slow windup)210 - Frame 4: 30ms (fast strike)211 - Frame 5: 80ms (medium follow-through)212 - Frame 6: 120ms (slow recovery)2134. Create tag "attack": frames 2-6, forward direction214215### Example 4: Linked Background216217**User Request:**218> "Animate the character but keep the background static"219220**Approach:**2211. Assume 2 layers: "Background", "Character"2222. Add frames for animation2233. Edit "Character" layer on each frame for animation2244. Link all cels on "Background" layer:225 - Link frame 2's background to frame 1226 - Link frame 3's background to frame 1227 - Link frame 4's background to frame 12285. Background stays identical, character animates229230## Technical Details231232### Frame Numbering233- Frames are 1-indexed (first frame is frame 1)234- Adding frame at position N inserts at that position235- Deleting frame N renumbers subsequent frames236237### Frame Duration Limits238- Minimum: 1ms (not recommended, too fast)239- Maximum: 65535ms (65.5 seconds)240- Practical range: 16ms (60 FPS) to 500ms (2 FPS)241242### Animation Tag Limits243- No hard limit on number of tags244- Tags can overlap frames245- Tag names should be unique and descriptive246247### Linked Cel Behavior248- Editing one linked cel updates all linked instances249- Unlinking creates independent copy250- Useful for memory optimization in large animations251252### Performance253- Adding frame: <20ms254- Duplicating frame: <30ms255- Setting frame duration: <10ms256- Creating tag: <15ms257- Linking cel: <25ms258259## Common Patterns260261### Pattern: Breathing Idle2622 frames, ping-pong, slow timing (400-500ms)263- Frame 1: Normal264- Frame 2: Slight vertical shift (1-2 pixels)265266### Pattern: Basic Walk2674 frames, forward, even timing (100ms)268- Frame 1: Left foot forward, right foot back269- Frame 2: Both feet together (contact)270- Frame 3: Right foot forward, left foot back271- Frame 4: Both feet together (contact)272273### Pattern: Run Cycle2746-8 frames, forward, faster timing (60-80ms)275- More exaggerated poses than walk276- Longer strides277- Leaning forward278279### Pattern: Jump Sequence2805-6 frames, forward, variable timing281- Frame 1: Crouch (100ms)282- Frame 2: Launch (50ms)283- Frame 3: Ascend (80ms)284- Frame 4: Peak (200ms) - hang time285- Frame 5: Descend (80ms)286- Frame 6: Land (100ms)287288## Integration with Other Skills289290- **Start with pixel-art-creator** to create base sprite before animating291- **Use pixel-art-professional** for polish (shading, antialiasing) after animation292- **Hand off to pixel-art-exporter** when user wants to export spritesheet or GIF293294## Error Handling295296**Cannot delete last frame:**297- Sprites must have at least 1 frame298- Inform user if they try to delete last frame299300**Invalid frame numbers:**301- Frame numbers must be 1 to N (where N is total frames)302- Check bounds before operations303304**Tag frame range errors:**305- "From" frame must be ≤ "To" frame306- Both must be valid frame numbers307308## Success Indicators309310You've successfully used this Skill when:311- Frames added/modified correctly312- Frame durations set appropriately for desired FPS313- Animation tags created with correct ranges314- User understands animation will loop or play as specified315- Animation is ready for export or further refinement316
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