Pixel Art Animator
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.
What this skill does
# Pixel Art Animator ## Overview This Skill handles all animation-related tasks for sprites, including frame management, timing, animation tags (sequences), and linked cels for efficient animation. ## When to Use Use this Skill when the user: - Wants to "animate" a sprite or "add animation" - Mentions "frames", "keyframes", or "frame rate" - Describes motion: "walk cycle", "run cycle", "idle animation", "attack animation" - Asks about "animation tags", "loops", or "playback" - Wants to create "sprite sheets" for animation (coordinate with exporter Skill) **Trigger Keywords:** animate, animation, frames, walk cycle, run, idle, attack, loop, movement, motion ## Instructions ### 1. Understanding Animation Basics **Frame**: A single image in an animation sequence. Sprites start with 1 frame. **Frame Duration**: How long each frame displays (in milliseconds). Default: 100ms (10 FPS). **Animation Tag**: Named sequence of frames (e.g., "walk" frames 1-4, "idle" frames 5-8). **Linked Cel**: A cel that shares image data with another cel. Editing one updates all linked cels. **Playback Direction**: - **Forward**: Frames play 1 → 2 → 3 → 4, then loop - **Reverse**: Frames play 4 → 3 → 2 → 1, then loop - **Ping-pong**: Frames play 1 → 2 → 3 → 4 → 3 → 2 → 1, then loop ### 2. Creating Animation Frames **Adding Frames:** Use `mcp__aseprite__add_frame` to create new frames: - Frames are numbered starting from 1 - New frames start as copies of the current frame (or blank) **Common Frame Counts:** - **Idle Animation**: 2-4 frames (subtle movement) - **Walk Cycle**: 4-8 frames (legs alternate) - **Run Cycle**: 6-8 frames (faster, exaggerated) - **Attack Animation**: 3-6 frames (windup, strike, recovery) - **Jump**: 4-6 frames (crouch, ascend, peak, descend, land) **Duplicating Frames:** Use `mcp__aseprite__duplicate_frame` to copy existing frames: - Useful for creating variations - Starting point for similar frames **Deleting Frames:** Use `mcp__aseprite__delete_frame` to remove frames: - Cannot delete the last remaining frame - Frames are renumbered after deletion ### 3. Setting Frame Timing **Frame Duration:** Use `mcp__aseprite__set_frame_duration`: - Duration in milliseconds (ms) - 100ms = 10 FPS - 50ms = 20 FPS - 33ms ≈ 30 FPS - 16ms ≈ 60 FPS **Common Timing Patterns:** **Even Timing:** All frames same duration. Simple and predictable. - Walk cycle: all frames 100ms (smooth 10 FPS) **Variable Timing:** Different durations for emphasis. - Idle: slow frames (150ms) for breathing effect - Attack: fast strike (30ms), slower recovery (100ms) **Hold Frames:** Longer duration for dramatic effect. - Jump peak: 200ms (hang time) - Impact: 50ms (quick flash) ### 4. Creating Animation Tags **Purpose:** Organize frames into named sequences. Use `mcp__aseprite__create_tag`: - Name: "walk", "idle", "attack", etc. - From Frame: starting frame (1-indexed) - To Frame: ending frame (inclusive) - Direction: "forward", "reverse", or "ping-pong" **Example Tags:** - Tag "idle": frames 1-2, ping-pong direction - Tag "walk": frames 3-6, forward direction - Tag "attack": frames 7-10, forward direction **Benefits:** - Export specific animations separately - Organize complex sprite sheets - Game engines can reference tags ### 5. Using Linked Cels **Purpose:** Share image data across frames to save memory and maintain consistency. Use `mcp__aseprite__link_cel`: - Useful when frame content doesn't change - Example: background layer stays same across animation - Editing one linked cel updates all **When to Use:** - Static background elements - Character face in walk cycle (if body animates separately) - Repeated frames in animation **Workflow:** 1. Create frames with content 2. Link cels that should share data 3. Edit once, updates everywhere ### 6. Animation Workflows **Workflow 1: Walk Cycle (4 frames)** 1. Create base sprite (or use existing) 2. Add 3 more frames (total 4) 3. Edit each frame for walk positions: - Frame 1: Left foot forward - Frame 2: Contact (both feet touching) - Frame 3: Right foot forward - Frame 4: Contact (both feet touching) 4. Set all frames to 100ms duration 5. Create tag "walk": frames 1-4, forward direction **Workflow 2: Idle Animation (2 frames)** 1. Create base sprite 2. Add 1 more frame (total 2) 3. Slight variations: - Frame 1: Normal stance - Frame 2: Subtle movement (breathing, blinking) 4. Set frames to 500ms duration (slow, subtle) 5. Create tag "idle": frames 1-2, ping-pong direction **Workflow 3: Complex Multi-Animation Sprite** 1. Create base sprite 2. Add enough frames for all animations: - Idle: 2 frames - Walk: 4 frames - Jump: 4 frames - Total: 10 frames 3. Arrange frames sequentially 4. Create separate tags: - Tag "idle": frames 1-2 - Tag "walk": frames 3-6 - Tag "jump": frames 7-10 5. Set appropriate frame durations per animation ## Examples ### Example 1: Simple 2-Frame Idle **User Request:** > "Add a simple idle animation to this sprite" **Approach:** 1. Add 1 frame (now have frame 1 and 2) 2. On frame 2, make subtle change (move pixels up/down 1-2 pixels) 3. Set both frames to 500ms duration 4. Create tag "idle": frames 1-2, ping-pong direction 5. Result: gentle back-and-forth idle motion ### Example 2: 4-Frame Walk Cycle **User Request:** > "Create a walk cycle animation for this character" **Approach:** 1. Add 3 frames (now have 1, 2, 3, 4) 2. Edit each frame for walk poses 3. Set all frames to 100ms duration 4. Create tag "walk": frames 1-4, forward direction 5. Result: looping walk animation at 10 FPS ### Example 3: Variable Timing Attack **User Request:** > "Add an attack animation with a fast strike" **Approach:** 1. Add 5 frames (total 6 frames, assuming frame 1 exists) 2. Frame sequence: - Frame 2: Windup (slow) - Frame 3: Prepare (slow) - Frame 4: Strike (fast) - Frame 5: Follow-through (medium) - Frame 6: Recovery (slow) 3. Set durations: - Frames 2-3: 150ms (slow windup) - Frame 4: 30ms (fast strike) - Frame 5: 80ms (medium follow-through) - Frame 6: 120ms (slow recovery) 4. Create tag "attack": frames 2-6, forward direction ### Example 4: Linked Background **User Request:** > "Animate the character but keep the background static" **Approach:** 1. Assume 2 layers: "Background", "Character" 2. Add frames for animation 3. Edit "Character" layer on each frame for animation 4. Link all cels on "Background" layer: - Link frame 2's background to frame 1 - Link frame 3's background to frame 1 - Link frame 4's background to frame 1 5. Background stays identical, character animates ## Technical Details ### Frame Numbering - Frames are 1-indexed (first frame is frame 1) - Adding frame at position N inserts at that position - Deleting frame N renumbers subsequent frames ### Frame Duration Limits - Minimum: 1ms (not recommended, too fast) - Maximum: 65535ms (65.5 seconds) - Practical range: 16ms (60 FPS) to 500ms (2 FPS) ### Animation Tag Limits - No hard limit on number of tags - Tags can overlap frames - Tag names should be unique and descriptive ### Linked Cel Behavior - Editing one linked cel updates all linked instances - Unlinking creates independent copy - Useful for memory optimization in large animations ### Performance - Adding frame: <20ms - Duplicating frame: <30ms - Setting frame duration: <10ms - Creating tag: <15ms - Linking cel: <25ms ## Common Patterns ### Pattern: Breathing Idle 2 frames, ping-pong, slow timing (400-500ms) - Frame 1: Normal - Frame 2: Slight vertical shift (1-2 pixels) ### Pattern: Basic Walk 4 frames, forward, even timing (100ms) - Frame 1: Left foot forward, right foot back - Frame 2: Both feet together (contact) - Frame 3: Right foot forward, left foot back - Frame 4: Both feet together (contact) ### Pattern: Run Cycle 6-8 frames, forward, faster timing (60-80ms) - More exaggerated poses than walk - Longer strides - Leaning forward ### Pattern: Jump Sequence 5-6 frames
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