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:
- Create frames with content
- Link cels that should share data
- Edit once, updates everywhere
6. Animation Workflows
Workflow 1: Walk Cycle (4 frames)
- Create base sprite (or use existing)
- Add 3 more frames (total 4)
- 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)
- Set all frames to 100ms duration
- Create tag "walk": frames 1-4, forward direction
Workflow 2: Idle Animation (2 frames)
- Create base sprite
- Add 1 more frame (total 2)
- Slight variations:
- Frame 1: Normal stance
- Frame 2: Subtle movement (breathing, blinking)
- Set frames to 500ms duration (slow, subtle)
- Create tag "idle": frames 1-2, ping-pong direction
Workflow 3: Complex Multi-Animation Sprite
- Create base sprite
- Add enough frames for all animations:
- Idle: 2 frames
- Walk: 4 frames
- Jump: 4 frames
- Total: 10 frames
- Arrange frames sequentially
- Create separate tags:
- Tag "idle": frames 1-2
- Tag "walk": frames 3-6
- Tag "jump": frames 7-10
- Set appropriate frame durations per animation
Examples
Example 1: Simple 2-Frame Idle
User Request:
"Add a simple idle animation to this sprite"
Approach:
- Add 1 frame (now have frame 1 and 2)
- On frame 2, make subtle change (move pixels up/down 1-2 pixels)
- Set both frames to 500ms duration
- Create tag "idle": frames 1-2, ping-pong direction
- Result: gentle back-and-forth idle motion
Example 2: 4-Frame Walk Cycle
User Request:
"Create a walk cycle animation for this character"
Approach:
- Add 3 frames (now have 1, 2, 3, 4)
- Edit each frame for walk poses
- Set all frames to 100ms duration
- Create tag "walk": frames 1-4, forward direction
- Result: looping walk animation at 10 FPS
Example 3: Variable Timing Attack
User Request:
"Add an attack animation with a fast strike"
Approach:
- Add 5 frames (total 6 frames, assuming frame 1 exists)
- Frame sequence:
- Frame 2: Windup (slow)
- Frame 3: Prepare (slow)
- Frame 4: Strike (fast)
- Frame 5: Follow-through (medium)
- Frame 6: Recovery (slow)
- Set durations:
- Frames 2-3: 150ms (slow windup)
- Frame 4: 30ms (fast strike)
- Frame 5: 80ms (medium follow-through)
- Frame 6: 120ms (slow recovery)
- Create tag "attack": frames 2-6, forward direction
Example 4: Linked Background
User Request:
"Animate the character but keep the background static"
Approach:
- Assume 2 layers: "Background", "Character"
- Add frames for animation
- Edit "Character" layer on each frame for animation
- 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
- 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, forward, variable timing
- Frame 1: Crouch (100ms)
- Frame 2: Launch (50ms)
- Frame 3: Ascend (80ms)
- Frame 4: Peak (200ms) - hang time
- Frame 5: Descend (80ms)
- Frame 6: Land (100ms)
Integration with Other Skills
- Start with pixel-art-creator to create base sprite before animating
- Use pixel-art-professional for polish (shading, antialiasing) after animation
- Hand off to pixel-art-exporter when user wants to export spritesheet or GIF
Error Handling
Cannot delete last frame:
- Sprites must have at least 1 frame
- Inform user if they try to delete last frame
Invalid frame numbers:
- Frame numbers must be 1 to N (where N is total frames)
- Check bounds before operations
Tag frame range errors:
- "From" frame must be ≤ "To" frame
- Both must be valid frame numbers
Success Indicators
You've successfully used this Skill when:
- Frames added/modified correctly
- Frame durations set appropriately for desired FPS
- Animation tags created with correct ranges
- User understands animation will loop or play as specified
- Animation is ready for export or further refinement
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.4---5
6# Pixel Art Animator
7
8## Overview
9
10This Skill handles all animation-related tasks for sprites, including frame management, timing, animation tags (sequences), and linked cels for efficient animation.
11
12## When to Use
13
14Use this Skill when the user:
15- Wants to "animate" a sprite or "add animation"
16- Mentions "frames", "keyframes", or "frame rate"
17- Describes motion: "walk cycle", "run cycle", "idle animation", "attack animation"
18- Asks about "animation tags", "loops", or "playback"
19- Wants to create "sprite sheets" for animation (coordinate with exporter Skill)
20
21**Trigger Keywords:** animate, animation, frames, walk cycle, run, idle, attack, loop, movement, motion
22
23## Instructions
24
25### 1. Understanding Animation Basics
26
27**Frame**: A single image in an animation sequence. Sprites start with 1 frame.
28
29**Frame Duration**: How long each frame displays (in milliseconds). Default: 100ms (10 FPS).
30
31**Animation Tag**: Named sequence of frames (e.g., "walk" frames 1-4, "idle" frames 5-8).
32
33**Linked Cel**: A cel that shares image data with another cel. Editing one updates all linked cels.
34
35**Playback Direction**:
36- **Forward**: Frames play 1 → 2 → 3 → 4, then loop
37- **Reverse**: Frames play 4 → 3 → 2 → 1, then loop
38- **Ping-pong**: Frames play 1 → 2 → 3 → 4 → 3 → 2 → 1, then loop
39
40### 2. Creating Animation Frames
41
42**Adding Frames:**
43Use `mcp__aseprite__add_frame` to create new frames:
44- Frames are numbered starting from 1
45- New frames start as copies of the current frame (or blank)
46
47**Common Frame Counts:**
48- **Idle Animation**: 2-4 frames (subtle movement)
49- **Walk Cycle**: 4-8 frames (legs alternate)
50- **Run Cycle**: 6-8 frames (faster, exaggerated)
51- **Attack Animation**: 3-6 frames (windup, strike, recovery)
52- **Jump**: 4-6 frames (crouch, ascend, peak, descend, land)
53
54**Duplicating Frames:**
55Use `mcp__aseprite__duplicate_frame` to copy existing frames:
56- Useful for creating variations
57- Starting point for similar frames
58
59**Deleting Frames:**
60Use `mcp__aseprite__delete_frame` to remove frames:
61- Cannot delete the last remaining frame
62- Frames are renumbered after deletion
63
64### 3. Setting Frame Timing
65
66**Frame Duration:**
67Use `mcp__aseprite__set_frame_duration`:
68- Duration in milliseconds (ms)
69- 100ms = 10 FPS
70- 50ms = 20 FPS
71- 33ms ≈ 30 FPS
72- 16ms ≈ 60 FPS
73
74**Common Timing Patterns:**
75
76**Even Timing:**
77All frames same duration. Simple and predictable.
78- Walk cycle: all frames 100ms (smooth 10 FPS)
79
80**Variable Timing:**
81Different durations for emphasis.
82- Idle: slow frames (150ms) for breathing effect
83- Attack: fast strike (30ms), slower recovery (100ms)
84
85**Hold Frames:**
86Longer duration for dramatic effect.
87- Jump peak: 200ms (hang time)
88- Impact: 50ms (quick flash)
89
90### 4. Creating Animation Tags
91
92**Purpose:** Organize frames into named sequences.
93
94Use `mcp__aseprite__create_tag`:
95- Name: "walk", "idle", "attack", etc.
96- From Frame: starting frame (1-indexed)
97- To Frame: ending frame (inclusive)
98- Direction: "forward", "reverse", or "ping-pong"
99
100**Example Tags:**
101- Tag "idle": frames 1-2, ping-pong direction
102- Tag "walk": frames 3-6, forward direction
103- Tag "attack": frames 7-10, forward direction
104
105**Benefits:**
106- Export specific animations separately
107- Organize complex sprite sheets
108- Game engines can reference tags
109
110### 5. Using Linked Cels
111
112**Purpose:** Share image data across frames to save memory and maintain consistency.
113
114Use `mcp__aseprite__link_cel`:
115- Useful when frame content doesn't change
116- Example: background layer stays same across animation
117- Editing one linked cel updates all
118
119**When to Use:**
120- Static background elements
121- Character face in walk cycle (if body animates separately)
122- Repeated frames in animation
123
124**Workflow:**
1251. Create frames with content
1262. Link cels that should share data
1273. Edit once, updates everywhere
128
129### 6. Animation Workflows
130
131**Workflow 1: Walk Cycle (4 frames)**
132
1331. Create base sprite (or use existing)
1342. Add 3 more frames (total 4)
1353. Edit each frame for walk positions:
136 - Frame 1: Left foot forward
137 - Frame 2: Contact (both feet touching)
138 - Frame 3: Right foot forward
139 - Frame 4: Contact (both feet touching)
1404. Set all frames to 100ms duration
1415. Create tag "walk": frames 1-4, forward direction
142
143**Workflow 2: Idle Animation (2 frames)**
144
1451. Create base sprite
1462. Add 1 more frame (total 2)
1473. Slight variations:
148 - Frame 1: Normal stance
149 - Frame 2: Subtle movement (breathing, blinking)
1504. Set frames to 500ms duration (slow, subtle)
1515. Create tag "idle": frames 1-2, ping-pong direction
152
153**Workflow 3: Complex Multi-Animation Sprite**
154
1551. Create base sprite
1562. Add enough frames for all animations:
157 - Idle: 2 frames
158 - Walk: 4 frames
159 - Jump: 4 frames
160 - Total: 10 frames
1613. Arrange frames sequentially
1624. Create separate tags:
163 - Tag "idle": frames 1-2
164 - Tag "walk": frames 3-6
165 - Tag "jump": frames 7-10
1665. Set appropriate frame durations per animation
167
168## Examples
169
170### Example 1: Simple 2-Frame Idle
171
172**User Request:**
173> "Add a simple idle animation to this sprite"
174
175**Approach:**
1761. Add 1 frame (now have frame 1 and 2)
1772. On frame 2, make subtle change (move pixels up/down 1-2 pixels)
1783. Set both frames to 500ms duration
1794. Create tag "idle": frames 1-2, ping-pong direction
1805. Result: gentle back-and-forth idle motion
181
182### Example 2: 4-Frame Walk Cycle
183
184**User Request:**
185> "Create a walk cycle animation for this character"
186
187**Approach:**
1881. Add 3 frames (now have 1, 2, 3, 4)
1892. Edit each frame for walk poses
1903. Set all frames to 100ms duration
1914. Create tag "walk": frames 1-4, forward direction
1925. Result: looping walk animation at 10 FPS
193
194### Example 3: Variable Timing Attack
195
196**User Request:**
197> "Add an attack animation with a fast strike"
198
199**Approach:**
2001. Add 5 frames (total 6 frames, assuming frame 1 exists)
2012. Frame sequence:
202 - Frame 2: Windup (slow)
203 - Frame 3: Prepare (slow)
204 - Frame 4: Strike (fast)
205 - Frame 5: Follow-through (medium)
206 - Frame 6: Recovery (slow)
2073. Set durations:
208 - Frames 2-3: 150ms (slow windup)
209 - Frame 4: 30ms (fast strike)
210 - Frame 5: 80ms (medium follow-through)
211 - Frame 6: 120ms (slow recovery)
2124. Create tag "attack": frames 2-6, forward direction
213
214### Example 4: Linked Background
215
216**User Request:**
217> "Animate the character but keep the background static"
218
219**Approach:**
2201. Assume 2 layers: "Background", "Character"
2212. Add frames for animation
2223. Edit "Character" layer on each frame for animation
2234. Link all cels on "Background" layer:
224 - Link frame 2's background to frame 1
225 - Link frame 3's background to frame 1
226 - Link frame 4's background to frame 1
2275. Background stays identical, character animates
228
229## Technical Details
230
231### Frame Numbering
232- Frames are 1-indexed (first frame is frame 1)
233- Adding frame at position N inserts at that position
234- Deleting frame N renumbers subsequent frames
235
236### Frame Duration Limits
237- Minimum: 1ms (not recommended, too fast)
238- Maximum: 65535ms (65.5 seconds)
239- Practical range: 16ms (60 FPS) to 500ms (2 FPS)
240
241### Animation Tag Limits
242- No hard limit on number of tags
243- Tags can overlap frames
244- Tag names should be unique and descriptive
245
246### Linked Cel Behavior
247- Editing one linked cel updates all linked instances
248- Unlinking creates independent copy
249- Useful for memory optimization in large animations
250
251### Performance
252- Adding frame: <20ms
253- Duplicating frame: <30ms
254- Setting frame duration: <10ms
255- Creating tag: <15ms
256- Linking cel: <25ms
257
258## Common Patterns
259
260### Pattern: Breathing Idle
2612 frames, ping-pong, slow timing (400-500ms)
262- Frame 1: Normal
263- Frame 2: Slight vertical shift (1-2 pixels)
264
265### Pattern: Basic Walk
2664 frames, forward, even timing (100ms)
267- Frame 1: Left foot forward, right foot back
268- Frame 2: Both feet together (contact)
269- Frame 3: Right foot forward, left foot back
270- Frame 4: Both feet together (contact)
271
272### Pattern: Run Cycle
2736-8 frames, forward, faster timing (60-80ms)
274- More exaggerated poses than walk
275- Longer strides
276- Leaning forward
277
278### Pattern: Jump Sequence
2795-6 frames, forward, variable timing
280- Frame 1: Crouch (100ms)
281- Frame 2: Launch (50ms)
282- Frame 3: Ascend (80ms)
283- Frame 4: Peak (200ms) - hang time
284- Frame 5: Descend (80ms)
285- Frame 6: Land (100ms)
286
287## Integration with Other Skills
288
289- **Start with pixel-art-creator** to create base sprite before animating
290- **Use pixel-art-professional** for polish (shading, antialiasing) after animation
291- **Hand off to pixel-art-exporter** when user wants to export spritesheet or GIF
292
293## Error Handling
294
295**Cannot delete last frame:**
296- Sprites must have at least 1 frame
297- Inform user if they try to delete last frame
298
299**Invalid frame numbers:**
300- Frame numbers must be 1 to N (where N is total frames)
301- Check bounds before operations
302
303**Tag frame range errors:**
304- "From" frame must be ≤ "To" frame
305- Both must be valid frame numbers
306
307## Success Indicators
308
309You've successfully used this Skill when:
310- Frames added/modified correctly
311- Frame durations set appropriately for desired FPS
312- Animation tags created with correct ranges
313- User understands animation will loop or play as specified
314- Animation is ready for export or further refinement