2d-character-rig-animation
Installation
SKILL.md
2D character rig animation
Use this skill after the character design and approved model/reference sheets exist. Its job is to turn that design into a reusable performance system whose parts stay connected, poses remain on-model, facial states read clearly, and animation can be reproduced across shots and runtimes.
The rig may be SVG, layered vector art, raster cutouts, a bone-and-mesh puppet, or a hybrid. Runtime APIs differ; the production contract does not.
Boundaries
This skill owns:
- part decomposition, draw order, hierarchy, pivots, controls, and constraints;
- bind/rest pose and coordinate conventions;
- rigid cutout versus deforming mesh decisions;
- reusable body poses, facial states, visemes, gestures, and cycles;
- acting and choreography using the approved character;
- deterministic animation handoff and rig-specific QA;
- rig asset rights, likeness limits, provenance, and delivery notes.
It does not own: