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character-rigging

Build reusable data packages for local 2D character animation. Define separate body parts, rotation points, layer order, movement limits, and views so a shared renderer can animate each character using its own rig data.

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Build data-driven 2D character rigs for local animation: parts, pivots, layers, constraints, views, and reusable rig packages.

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适用场景

  • Prepare a 2D character for local animation
  • Define joint rotation points and movement limits
  • Organize mouths, eyes, and props as separate parts
  • Package reusable character rig data

包含的文件(1)

  • SKILL.md1.8 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Character Rigging

Use this skill when building OpenMontage rig_plan artifacts or renderer input for local 2D character animation.

Proven Patterns

  • Keep runtime code generic; make each character a data package.
  • Split characters into independently transformable parts.
  • Define pivots in the same coordinate space as the artwork.
  • Store constraints on moving parts to prevent impossible rotations.
  • Keep layer order explicit; do not rely on SVG source order after generation.
  • Start with one view and add views only when the shot list requires them.

Rig Package

{
  "character_id": "mouse",
  "rig_type": "svg_rig",
  "parts": [
    { "id": "body", "kind": "torso", "layer": 10 },
    { "id": "head", "kind": "head", "layer": 30, "parent": "body" },
    { "id": "arm_right", "kind": "limb", "layer": 40, "parent": "body" }
  ],
  "joints": {
    "head": { "pivot": [320, 180], "rotation": [-20, 20] },
    "arm_right": { "pivot": [390, 310], "rotation": [-70, 95] }
  }
}

Quality Checklist

  • Every moving part has a pivot.
  • Every child part has a parent where hierarchy matters.
  • Mouth shapes are separate assets or separate path groups.
  • Eyes and pupils are separate when gaze needs to change.
  • Props are separate if the character touches or carries them.

Sources

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