AI agent skill · by @MRCalderon3D
2d Animation Pipeline
Define authoring, import, and state machine rules for frame-by-frame and skeletal 2D animations.
Archived 2026-10-23 · Source updated 2026-08-20 · License: MIT. Check the original repository for the latest version.
SKILL.md instructions
# 2D Animation Pipeline ## Purpose Define authoring, import, and state machine rules for 2D animations so they play correctly, transition cleanly, and stay within performance budgets. ## Use When - the project uses frame-by-frame sprite animations or skeletal 2D animations - animation state machines need standardization across characters or entities - new animated entities are being added and need to follow project conventions - placeholder animations are being replaced with final art ## Inputs - art bible or visual direction for animation style - animation list per entity (idle, run, jump, attack, death, etc.) - frame rate and loop settings per animation type - skeletal rig requirements (if using Spine, DragonBones, or engine-native skeletal 2D) ## Process 1. define animation naming convention and folder structure per entity 2. set frame rate, loop mode, and blend settings per animation type 3. establish sprite sheet layout for frame-by-frame or export rules for skeletal rigs 4. configure animation state machine transitions and parameters 5. validate animation playback, transition smoothness, and memory footprint ## Outputs - animation naming and folder convention - frame rate and loop settings per animation type - state machine transition map (states, parameters, conditions) - validation checklist for new animation submissions ## Quality Bar - every animation follows naming convention and lives in the correct folder - frame rate is consistent within each animation type — no mixed rates - state machine transitions are complete — no missing states or dead ends - animation memory footprint stays within the platform budget ## Common Failure Modes - inconsistent frame rates that cause jitter or timing mismatches - missing state machine transitions that leave entities stuck in a state - oversized sprite sheets that waste memory on unused frames - skeletal rigs with incompatible bone counts or naming across entities ## Related Agents - 2d-artist - animation-programmer - technical-artist ## Related Commands - art-2d-pass - perf-budget - unity-placeholders ## Related Skills - animation-state-patterns ## Notes - Keep this skill aligned with the relevant rules layer and current project documentation. - If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer. - Boundary: this skill owns animation authoring, import, and wiring conventions; `animation-state-patterns` owns runtime state-machine architecture.