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with-pebblywith-pebbly/aseprite-ai-artist/skills/animate/SKILL.md

animate

Skill473 starsChanged 44 days agoMITView on GitHub

Build an idle, walk, run or attack cycle from key poses, set timing that reads as motion rather than a metronome, tag it, and review it as a filmstrip. Use when a rigged sprite needs to move.

110 other projects use a version of this.

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Used with

Projects with it also use bolder, arrange and 10 more.

Other files people use alongside this one.

Files found in the same public projects as a version of this one, more often than they turn up anywhere else. Each project counts once, large collections count for less, and this file's own repository is left out.
  • HK-hubSkill

    bolder

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  • HK-hubSkill

    arrange

    Improve layout, spacing, and visual rhythm. Fixes monotonous grids, inconsistent spacing, and weak visual hierarchy. Use when the user mentions layout feeling off, spacing issues, visual hierarchy, crowded UI, alignment problems, or wanting better composition.

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  • sanmidableSkill

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  • swyxioSkill

    mobile-native

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    Also in 18 projects that use this

  • sanmidableSkill

    write-swift

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  • zwy123zwySkill

    normalize

    将用户随意输入的提示词规范化为结构清晰、便于大模型执行的标准化提示词。适用于需要整理、统一提示词格式时调用。

    Also in 19 projects that use this

  • +5 more from HK-hub
  • +1 more from sanmidable

The file

We split this skill into the rules it gives an agent

5 rules. 0 are common, 3 are distinctive, and 2 are very specific to this project.

  • 0

    Common

    Most of the 103 edited versions we read keep these.

  • 3

    Distinctive

    This author's own choices. Worth a look.

  • 2

    Very specific

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

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

    If aseprite:concept delivered a storyboard, its panels are the key poses — the plan in step 1 is written from them, not invented.

    line 18
  2. Distinctive:

    Write them out before touching a frame.

    line 30
  3. Distinctive:

    Only once the keys read. Spacing is your easing: poses close together read slow, far apart read fast.

    line 82
  4. Distinctive:

    Use onion skinning to judge an in-between against its neighbours without stepping through frames one at a time — it composites the target …

    line 89
  5. Very specific:

    Before you finish, look op="preview" frame=<n> on the frames where it is largest and smallest.

    line 113

“Common” is measured: kept by at least 6 in 10 of the 103 edited versions of this file we could read. “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

Animate a cycle

Before you start

The sprite must be rigged onto named layers — see aseprite:rig. Animating a flattened sprite means redrawing every frame by hand.

Procedure

0. With a storyboard

If aseprite:concept delivered a storyboard, its panels are the key poses — the plan in step 1 is written from them, not invented. Import it once the frames exist: frame op="add" count=N-1, then reference op="import" path=… grid={columns: N, rows: 1} puts panel i on frame i. Every frame then has its own reference, and look op="compare" frame=i checks that frame against its panel — do that for each key in step 4. The PixelSpec's per-frame notes and deviations still decide what survives at this size: a storyboard can suggest a 4px jump the timing cannot carry.

1. Plan the key poses

Write them out before touching a frame. For a walk:

  1. Contact — front foot lands, back foot pushing. Widest stance.
  2. Down — weight on the front leg, body lowest.
  3. Pass — legs together, body highest. The frame everyone forgets, and its absence is why a walk looks like sliding.
  4. Up — pushing off, rising.

Then mirror for the other leg: 8 frames. A 4-frame walk uses contact and pass per leg.

Idle: 2–4 frames, a breath — chest rises a pixel, shoulders follow one frame later. Attack: anticipation, strike, hold, recover.

2. Create the frames

frame op="add" count=7

Already done if a storyboard was imported in step 0 — the import needs them.

3. Block the key poses

Move limbs by moving cels, not by redrawing:

cel op="copy" layer="arm-near" frame=1 toFrame=3
cel op="move" layer="arm-near" frame=3 dx=2 dy=-1

Redraw only where a part genuinely changes shape — a foreshortened arm, a bending knee. Do that redraw as a grid: look op="ascii" layer=… frame=… rulers=false region=… on the part in the previous key, edit the rows into the new shape, and draw kind grid them onto the new frame at the same origin. Copying the rows first keeps the part's volume from drifting, because every pixel you did not change stays exactly where it was.

4. Look at the keys before adding in-betweens

look op="filmstrip"

A vision model reads only the first frame of a GIF, so the filmstrip is the only way to actually see the motion. Check volume and height consistency here, while there are four frames to fix rather than eight. With a storyboard, look op="compare" frame=… on each key as well: the pose should match its panel before any in-between is drawn from it.

5. Add in-betweens

Only once the keys read. Spacing is your easing: poses close together read slow, far apart read fast.

look op="onion" frame=3

Use onion skinning to judge an in-between against its neighbours without stepping through frames one at a time — it composites the target at full opacity over ghosted neighbours, oldest-first.

For secondary motion — a bob, a breath, a float — cel op="tween" or cel op="oscillate" fill in the in-between cels for you instead of keying each one by hand:

cel op="oscillate" layer="hair-back" fromFrame=1 toFrame=8 amplitudeY=1 period=8

Caveat: easing rounds each frame's offset to the nearest pixel, and on small amplitudes (1–2px) that rounding can make two adjacent frames land on the same value and then jump — a stutter, not a stumble. Prefer hand keys for primary motion (the walk, the strike); reach for tween/oscillate for motion nobody is meant to consciously notice.

Something that grows or shrinks on screen — a wagon coming down a road, a bird flying away — is drawn at three or four sizes by hand (far, middle, near), each a complete little sprite with all its parts, and every frame uses the nearest one. Do not compute it from a formula and re-rasterise it at each size: below about 12 px a scaled shape loses or merges its parts (the wheels vanish, the cover becomes a blob), and it changes shape from frame to frame. Before you finish, look op="preview" frame=<n> on the frames where it is largest and smallest.

6. Set timing

frame op="set_duration" durations=[150,100,100,150,150,100,100,150]

Hold contact poses longer than pass poses. Uniform timing reads mechanical no matter how good the drawings are. Typical ranges are in rules://05-animation.

7. Tag it

tag op="create" name="walk" from=1 to=8 direction="forward"

Untagged frames are unusable by a game engine. validate treats a multi-frame untagged sprite as an error.

8. Review

look op="filmstrip" again, then run through the animation checks in rules://07-review-checklist: consistent volume, consistent height, clean loop, anticipation before strong actions, light that does not move. Run validate with an expect describing the cycle — which layers live on which frames, which parts must never overlap — so the mechanical check knows what "right" means here.

Related

rules://05-animation, rules://06-layers-and-rigging, rules://40-timing-and-spacing. For the cycle itself: rules://41-idle-and-breathing, rules://42-walk-and-run, rules://43-jump-fall-land, rules://44-attacks-and-impacts, rules://45-secondary-motion, rules://46-subpixel-animation, rules://47-top-down-animation; animals: rules://51-animal-gaits, rules://52-birds-and-flight. Their frame tables and key-pose templates come before your own invention.

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