Pixel Art Animator

Manage sprite animation frames, timing, tags, and linked cels.

289|22|Updated Oct 17, 2025
One-click install
npx skills add https://github.com/willibrandon/pixel-plugin --skill pixel-art-animator
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: Pixel Art Animator
Source: https://github.com/willibrandon/pixel-plugin/tree/main/skills/pixel-art-animator
Command: npx skills add https://github.com/willibrandon/pixel-plugin --skill pixel-art-animator

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill handles animation-related tasks for sprites, including frame management, timing, tags (sequences), and linked cels for efficient animation workflows.

Core Features & Use Cases

  • Frame management (add, duplicate, delete) and timing control
  • Animation tags (idle, walk, attack) to group frames
  • Linked cels for shared content to save memory
  • Playback direction (forward, reverse, ping-pong) and loop controls
  • Support for sprite sheets and engine-ready export preparation

Quick Start

Create a small walk cycle with 4 frames, assign a "walk" tag, and set a 100ms frame duration for smooth motion.

Frequently Asked Questions about Pixel Art Animator

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create and manage sprite animation frames with timing?▼

Frame management lets you add, duplicate, and delete individual frames within a sprite, then set per-frame durations in milliseconds to control animation speed. This is the foundation for building smooth walk cycles, idle poses, and attack sequences.

What are animation tags and how do I use them to organize sprite sequences?▼

Animation tags group frames into named sequences like idle, walk, or attack. Tags let you organize multi-frame animations within a single sprite sheet and control playback direction and looping per sequence independently.

Can I reuse frames across animations to save memory?▼

Linked cels let you reference the same frame content across multiple animations without duplication, reducing file size while maintaining independent timing and tag organization for each sequence.

How do I set up playback direction and looping for sprite animations?▼

Playback controls include forward, reverse, and ping-pong modes with loop settings per tag, letting you create directional animations and cyclical motion like walking or idle breathing without duplicating frames.

How do I prepare sprite animations for game engine export?▼

The Skill organizes frames, tags, and timing metadata in a structure ready for engine integration, supporting sprite sheets and frame sequence data that game engines consume directly for 2D character and object animation.