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jhonatan-oliveiradevjhonatan-oliveiradev/agent-skills/skills/creating-character-sprite-pipelines/SKILL.md

creating-character-sprite-pipelines

Skill1 starsChanged 3 months agoMITView on GitHub

Use when defining, generating, reviewing, or expanding a 2D character sprite set that must remain anatomically consistent across idle, movement, combat, directional, and transition animations.

The file

We split this skill into the rules it gives an agent

5 rules. About 0 are common, 4 are distinctive, and 1 is very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈4

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 1

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Before animation, lock character proportions, costume construction, weapon dimensions, hair masses, palette, silhouette, and …

    line 9
  2. Distinctive:

    Add breakdown/in-between frames only after the key cycle reads correctly.

    line 14
  3. Distinctive:

    Treat hair, cloth, straps, and loose accessories as follow-through layers with delayed motion, not random per-frame deformation.

    line 16
  4. Distinctive:

    Keep weapon-equipped locomotion consistent with the combat system.

    line 17
  5. Distinctive:

    no duplicated pseudo-frames pretending to be a full cycle.

    line 21

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Creating Character Sprite Pipelines

Start with a model sheet

Before animation, lock character proportions, costume construction, weapon dimensions, hair masses, palette, silhouette, and front/three-quarter/side/back views. Do not animate from loosely related reference generations.

Animation workflow

  1. Define gameplay states and required transitions before drawing frames.
  2. For locomotion, identify key poses first: contact, recoil/down, passing, high point, opposite contact.
  3. Add breakdown/in-between frames only after the key cycle reads correctly.
  4. Track root motion, foot contact, center of mass, shoulder/hip counter-rotation, hand/weapon arcs, and head stabilization.
  5. Treat hair, cloth, straps, and loose accessories as follow-through layers with delayed motion, not random per-frame deformation.
  6. Keep weapon-equipped locomotion consistent with the combat system. If attacks require an equipped weapon, explicitly define armed idle/run variants or a draw transition.
  7. Preview at target game scale and animation speed; a contact sheet alone is not enough.

Acceptance checks

  • no duplicated pseudo-frames pretending to be a full cycle;
  • left/right stride alternates visibly;
  • feet do not slide during planted phases unless intentionally stylized;
  • silhouette remains recognizable every frame;
  • weapon length and grip do not drift;
  • hair/clothing motion follows body acceleration and settles coherently;
  • cycle loops without a visible teleport.

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