pixel-art-creator
Create new pixel art sprites from scratch with canvas creation, layer management, and basic drawing primitives. Use when the user wants to create a sprite,…
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",
$ npx -y skills add willibrandon/pixel-plugin --skill pixel-art-animator --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/pixel-art-animatorContext preview
The summary Claude sees to decide when to auto-load this skill.
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",
name: Pixel Art Animator description: 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. allowed-tools: Read, Bash, mcp__aseprite__add_frame, mcp__aseprite__delete_frame, mcp__aseprite__duplicate_frame, mcp__aseprite__set_frame_duration, mcp__aseprite__create_tag, mcp__aseprite__delete_tag, mcp__aseprite__link_cel, mcp__aseprite__get_sprite_info, mcp__aseprite__draw_pixels, mcp__aseprite__draw_line, mcp__aseprite__draw_rectangle, mcp__aseprite__draw_circle
This Skill handles all animation-related tasks for sprites, including frame management, timing, animation tags (sequences), and linked cels for efficient animation.
Use this Skill when the user:
**Trigger Keywords:** animate, animation, frames, walk cycle, run, idle, attack, loop, movement, motion
**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**:
**Adding Frames:** Use `mcp__aseprite__add_frame` to create new frames:
**Common Frame Counts:**
**Duplicating Frames:** Use `mcp__aseprite__duplicate_frame` to copy existing frames:
**Deleting Frames:** Use `mcp__aseprite__delete_frame` to remove frames:
**Frame Duration:** Use `mcp__aseprite__set_frame_duration`:
**Common Timing Patterns:**
**Even Timing:** All frames same duration. Simple and predictable.
**Variable Timing:** Different durations for emphasis.
**Hold Frames:** Longer duration for dramatic effect.
**Purpose:** Organize frames into named sequences.
Use `mcp__aseprite__create_tag`:
**Example Tags:**
**Benefits:**
**Purpose:** Share image data across frames to save memory and maintain consistency.
Use `mcp__aseprite__link_cel`:
**When to Use:**
**Workflow:** 1. Create frames with content 2. Link cels that should share data 3. Edit once, updates everywhere
**Workflow 1: Walk Cycle (4 frames)**
1. Create base sprite (or use existing) 2. Add 3 more frames (total 4) 3. Edit each frame for walk positions:
4. Set all frames to 100ms duration 5. Create tag "walk": frames 1-4, forward direction
**Workflow 2: Idle Animation (2 frames)**
1. Create base sprite 2. Add 1 more frame (total 2) 3. Slight variations:
4. Set frames to 500ms duration (slow, subtle) 5. Create tag "idle": frames 1-2, ping-pong direction
**Workflow 3: Complex Multi-Animation Sprite**
1. Create base sprite 2. Add enough frames for all animations:
3. Arrange frames sequentially 4. Create separate tags:
5. Set appropriate fram
Create, animate, and export pixel art using Aseprite through natural language and commands in Claude Code. Powered by pixel-mcp - a Model Context Protocol server for Aseprite.
Create new pixel art sprites from scratch with canvas creation, layer management, and basic drawing primitives. Use when the user wants to create a sprite,…
Export sprites to PNG, GIF, or spritesheet formats with JSON metadata for game engines. Use when the user wants to "export", "save", "output", "render",…
Apply advanced pixel art techniques including dithering, palette optimization, shading, antialiasing, and color theory. Use when the user mentions "dithering",…