Pixel Art Animator
Create and manage sprite animations including frames, timing, and loops.
Install
mkdir -p .claude/skills/pixel-art-animator && curl -L -o skill.zip "https://agentskills.codes/api/skills/download/17120" && unzip -o skill.zip -d .claude/skills/pixel-art-animator && rm skill.zipInstalls to .claude/skills/pixel-art-animator
Activation
This is the description your AI agent reads to decide when to run this skill — the better it matches your request, the more reliably it fires.
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.Key capabilities
- →Create and manage sprite animations
- →Add multiple frames to an animation sequence
- →Set frame durations for timing control
- →Organize frames into named animation tags
- →Utilize linked cels to share image data
- →Define playback directions like forward, reverse, or ping-pong
How it works
This skill uses Aseprite commands to manage animation frames, set timing, create tags, and link cels for pixel art sprite animations.
Inputs & outputs
When to use Pixel Art Animator
- →Create a walk cycle
- →Add animation tags
- →Set frame duration for sprites
About this skill
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
When not to use it
- →When the user needs to create a base sprite before animating
- →When the user needs to polish shading or antialiasing after animation
- →When the user needs to export a spritesheet or GIF
Limitations
- →Cannot delete the last remaining frame of a sprite
- →Frame numbers must be within the valid range of 1 to N
- →Tag frame ranges must have a 'From' frame less than or equal to 'To' frame
How it compares
This workflow provides direct control over pixel art animation elements like frames, timing, and tags, unlike general image editing.
Compared to similar skills
Pixel Art Animator side by side with the closest alternatives in the catalog.
| Skill | Installs | Updated | Safety | Difficulty |
|---|---|---|---|---|
| Pixel Art Animator (this skill) | 0 | 10mo | No flags | Intermediate |
| game-art | 23 | 6mo | No flags | Beginner |
| motion-graphics | 31 | 6mo | No flags | Intermediate |
| rendervid | 0 | 6mo | Review | Intermediate |
Try saying
Example prompts that trigger this skill in your AI assistant.
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