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.
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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
- Very specific: line 9
Before animation, lock character proportions, costume construction, weapon dimensions, hair masses, palette, silhouette, and …
- Distinctive: line 14
Add breakdown/in-between frames only after the key cycle reads correctly.
- Distinctive: line 16
Treat hair, cloth, straps, and loose accessories as follow-through layers with delayed motion, not random per-frame deformation.
- Distinctive: line 17
Keep weapon-equipped locomotion consistent with the combat system.
- Distinctive: line 21
no duplicated pseudo-frames pretending to be a full cycle.
≈ “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.
Files
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
- Define gameplay states and required transitions before drawing frames.
- For locomotion, identify key poses first: contact, recoil/down, passing, high point, opposite contact.
- Add breakdown/in-between frames only after the key cycle reads correctly.
- Track root motion, foot contact, center of mass, shoulder/hip counter-rotation, hand/weapon arcs, and head stabilization.
- Treat hair, cloth, straps, and loose accessories as follow-through layers with delayed motion, not random per-frame deformation.
- 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.
- 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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