rig
Skill473 starsChanged 44 days agoMITView on GitHub
Split a character onto named layers — head, torso, arms, legs — so it can be animated by moving cels instead of redrawing pixels. Use before animating anything, or when limbs are baked into one layer.
2 other projects use a version of this.
Adopted by
Most recently taken up by
- githubnext/rigtheir own version, first seen Nov 1, 2026
- wheslleyrimar/BuildCLI-Agentstheir own version, first seen Oct 22, 2026
Other versions2 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 2
- githubnext/rig★ 14same name
- wheslleyrimar/BuildCLI-Agents★ 3same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
The file
We split this skill into the rules it gives an agent
3 rules. About 0 are common, 2 are distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈2
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 26
Add weapon, cape, hair-front, hair-back as the design needs.
- Distinctive: line 53
When the art is already baked into one layer:
- Distinctive: line 57
Create the rig layers (above).
≈ “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
Rig a character for animation
Pixels baked into a single layer cannot be animated without redrawing them. Rig first; separating a finished sprite later is more work than building it split.
The standard rig
Bottom to top, so nearer parts draw over farther ones:
arm-near ← camera-side arm
leg-near
head
torso
arm-far ← partly hidden by the torso; this is what sells depth
leg-far
shadow ← ground contact, if the style has oneAdd weapon, cape, hair-front, hair-back as the design needs. Keep names
stable — every later call refers to them by name.
Two limbs with the same name — arm-near inside two different groups, say —
make later calls ambiguous: passing just the name fails, naming every match,
until you pass a group/child path (e.g. torso/arm-near) instead.
Building it fresh
One batch, one undo step:
layer batch=[
{op:"create", name:"shadow"},
{op:"create", name:"leg-far"},
{op:"create", name:"arm-far"},
{op:"create", name:"torso"},
{op:"create", name:"head"},
{op:"create", name:"leg-near"},
{op:"create", name:"arm-near"},
]Then draw each part on its own layer from the start.
Splitting an existing sprite
When the art is already baked into one layer:
sprite_infoto see what you have, andlook op="ascii"to find exact part boundaries. Guessing at coordinates here is how limbs get clipped.- Create the rig layers (above).
- For each part, in one
drawcall per target layer:draw layer="head" ops=[{ kind:"blit", from:{x:12,y:4,width:8,height:8}, to:{x:12,y:4} }]blitcopies from the source layer;skipTransparentkeeps the copy clean. - Clear the copied region from the original layer, or rename the original to
flat-originaland hide it. Prefer hiding — if a boundary was wrong you want the original still there. look op="preview"with the original hidden. The sprite should look unchanged. If a limb lost pixels, the boundary was wrong.
Overlap matters
A limb needs a pixel or two of overlap with the torso, or a gap appears the moment it rotates. Copy generously and let the stacking order hide the excess.
Then
aseprite:animate.
Related
rules://06-layers-and-rigging, rules://03-silhouette-and-form,
rules://31-anatomy-and-pose for where the joints really are.
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