PixelLab Character Animator Skill
This skill adds animations to existing PixelLab characters through an interactive selection process, offering categorized animation templates and custom action support.
Workflow Context
| Field | Value |
|---|---|
| Assigned Agent | asset-artist |
| Sprint Phase | Phase B (Implementation) |
| Directory Scope | assets/sprites/ |
| Workflow Reference | See docs/agent-team-workflow.md |
When to Use This Skill
Invoke this skill when the user:
- •Asks to "animate a character" or "add animations"
- •Says "I need walk/run/attack animations"
- •Wants to add movement or combat animations to sprites
- •Says "make the character move/fight/idle"
- •Needs to complete a character with animation sets
Available Animation Templates
Movement Animations
| Template ID | Description | Best For |
|---|---|---|
breathing-idle | Subtle breathing idle | All characters - essential |
walk | Standard walk cycle | All characters - essential |
walking-4-frames | Simple 4-frame walk | Smaller sprites, NPCs |
walking-6-frames | Medium 6-frame walk | Standard units |
walking-8-frames | Smooth 8-frame walk | Player, companions |
running-4-frames | Quick 4-frame run | Chase sequences |
running-6-frames | Medium run cycle | Standard combat |
running-8-frames | Smooth run cycle | Player character |
sad-walk | Dejected walking | Defeated/sad NPCs |
scary-walk | Menacing walk | Enemies, undead |
crouched-walking | Stealthy crouch walk | Rogues, scouts |
Combat - Basic Attacks
| Template ID | Description | Best For |
|---|---|---|
fight-stance-idle-8-frames | Combat ready stance | All combat units |
cross-punch | Punching attack | Unarmed, brawlers |
lead-jab | Quick jab | Fast attackers |
surprise-uppercut | Uppercut attack | Heavy hitters |
high-kick | High kick attack | Martial artists |
roundhouse-kick | Spinning kick | Martial artists |
leg-sweep | Sweeping leg attack | Knockdown moves |
hurricane-kick | Spinning multi-kick | Special attacks |
Combat - Advanced
| Template ID | Description | Best For |
|---|---|---|
fireball | Casting fireball | Mages, spellcasters |
flying-kick | Leaping kick | Agile fighters |
taking-punch | Getting hit reaction | All combat units |
falling-back-death | Death fall backward | All units - essential |
getting-up | Rising from ground | After knockdown |
Movement - Special
| Template ID | Description | Best For |
|---|---|---|
jumping-1 | Simple jump | Basic platforming |
jumping-2 | Alternative jump | Variety |
two-footed-jump | Standing jump | Combat jumps |
running-jump | Running leap | Athletic moves |
running-slide | Sliding dodge | Rogues, agile units |
backflip | Backflip dodge | Acrobatic units |
front-flip | Forward flip | Acrobatic attacks |
crouching | Crouch/duck | Taking cover |
falling-back-death | Falling backward | Death animation |
Utility Actions
| Template ID | Description | Best For |
|---|---|---|
drinking | Drinking potion | Healing animation |
picking-up | Picking up item | Looting, collecting |
throw-object | Throwing motion | Grenades, items |
pushing | Pushing object | Environmental |
pull-heavy-object | Pulling heavy item | Environmental |
Animation Sets by Character Role
Essential Set (All Characters)
1. breathing-idle - Rest state 2. walking-8-frames - Movement 3. falling-back-death - Death
Combat Unit Set (Soldiers, Enemies)
Essential Set + 4. fight-stance-idle-8-frames - Combat idle 5. running-6-frames - Chase/retreat 6. taking-punch - Hit reaction 7. [Attack animation based on weapon]
Player/Companion Set (Full)
Combat Unit Set + 8. drinking - Potion use 9. picking-up - Looting 10. getting-up - Recovery
Weapon-Specific Attack Recommendations
| Weapon Type | Recommended Animations |
|---|---|
| Sword/Melee | cross-punch, lead-jab (slash motions) |
| Two-handed | surprise-uppercut (overhead swing) |
| Unarmed | cross-punch, high-kick, roundhouse-kick |
| Staff/Polearm | leg-sweep (wide swing) |
| Magic/Casting | fireball, throw-object |
| Bow/Ranged | throw-object (drawing motion) |
| Shield | pushing (shield bash) |
Interactive Workflow
Phase 1: Select Character
Start by listing available characters:
I'll help you add animations to a character! First, let me show your available characters: [Call mcp__pixellab__list_characters] Which character would you like to animate? - Select by name or ID - Or describe which one (e.g., "the knight", "the mage I just created")
Wait for user response.
Phase 2: Check Current Animations
After character selection:
[Call mcp__pixellab__get_character with character_id] **Character: [Name]** - Size: [X]px - Directions: [4/8] - Current Animations: [List any existing] What animations does this character need?
Phase 3: Select Animation Type
Present categorized options:
What type of animation would you like to add? **Movement:** - [ ] Idle (breathing-idle) - Essential resting animation - [ ] Walk (walking-8-frames) - Standard movement - [ ] Run (running-6-frames) - Fast movement - [ ] Special movement (crouch, jump, slide) **Combat:** - [ ] Combat idle (fight-stance-idle-8-frames) - [ ] Attack animation (various styles) - [ ] Hit reaction (taking-punch) - [ ] Death (falling-back-death) **Utility:** - [ ] Drinking (potion use) - [ ] Picking up (looting) - [ ] Throwing (grenades, items) **Quick Sets:** - [ ] Essential Set (idle, walk, death) - [ ] Combat Set (essential + combat idle, attack, hit reaction) - [ ] Full Set (all standard animations) **Custom:** - [ ] Custom action (describe your own)
Wait for user response.
Phase 4: Custom Action Description (If Selected)
If user wants custom action:
Describe the action you want the character to perform.
**Tips for good action descriptions:**
- Focus on the MOVEMENT, not the result
- Keep it simple and clear
- Describe the pose/motion
**Good examples:**
- "walking stealthily with weapon drawn"
- "casting spell with hands raised"
- "swinging sword in horizontal slash"
- "blocking with shield raised"
- "kneeling in prayer"
**Avoid:**
- Environmental details ("walking through forest")
- Complex sequences ("attack then dodge then attack")
- Emotions without movement ("feeling angry")
Your action description:
Phase 5: Confirm and Generate
Present summary before generating:
**Animation Summary:** - Character: [Name] ([ID]) - Animation: [Template or Custom] - Action Description: [If custom] - Directions: [Will match character's directions] **Estimated Time:** 2-4 minutes per animation Ready to generate? [Yes / Modify / Add More]
Phase 6: Execute Generation
Call the PixelLab API:
# Use mcp__pixellab__animate_character with:
{
"character_id": "[character UUID]",
"template_animation_id": "[template ID]",
"animation_name": "[optional custom name]",
"action_description": "[optional - for custom actions]"
}
After submission:
Animation queued! **Job Details:** - Character: [Name] - Animation: [Type] - Status: Processing - Estimated Time: 2-4 minutes The animation will automatically generate for all [4/8] directions. **Next Steps:** 1. Queue more animations while this processes 2. Check status with get_character 3. Download when complete
Batch Animation Workflow
For adding multiple animations efficiently:
Would you like to add a standard animation set? **Essential Set (3 animations):** 1. breathing-idle 2. walking-8-frames 3. falling-back-death **Combat Set (6 animations):** Essential Set + 4. fight-stance-idle-8-frames 5. cross-punch (or weapon-appropriate attack) 6. taking-punch **Full Set (10 animations):** Combat Set + 7. running-6-frames 8. drinking 9. picking-up 10. getting-up Select a set and I'll queue all animations at once.
Queue multiple animations in sequence:
Queuing Essential Set for [Character Name]: 1/3 - breathing-idle... ✓ Queued 2/3 - walking-8-frames... ✓ Queued 3/3 - falling-back-death... ✓ Queued All animations queued! Total processing time: ~6-12 minutes I'll check on them periodically, or ask me "check animations for [character]"
Custom Action Guidelines
Writing Effective Action Descriptions
DO:
- •Focus on body movement and pose
- •Describe the motion arc
- •Keep under 50 words
- •Match the character's role
DON'T:
- •Include environmental context
- •Describe emotions without motion
- •Request multiple sequential actions
- •Use overly complex descriptions
Examples by Character Type
Fighter/Knight:
"swinging sword in wide horizontal arc" "raising shield in defensive block" "thrusting spear forward" "heavy overhead axe chop"
Rogue/Assassin:
"quick dagger stab" "throwing knife with side-arm motion" "rolling dodge to the side" "sneaking with low crouch"
Mage/Cleric:
"raising staff with magical energy gathering" "hands together in prayer pose" "throwing magical projectile" "reading from spell book"
Archer/Ranger:
"drawing bow and releasing arrow" "notching arrow while moving" "kneeling to aim" "rolling while drawing bow"
Animation Naming Conventions
Recommended naming for Godot import:
[character]_[action]_[direction] Examples: - ironmark_fighter_idle_s - ironmark_fighter_walk_sw - ironmark_fighter_attack_e - ironmark_fighter_death_n
Animation names in PixelLab:
- •Use descriptive names: "Combat Idle", "Sword Slash", "Hit Reaction"
- •These help identify animations in the character list
- •Names can include the action type for clarity
Post-Animation Workflow
After animations complete:
- •
Check Status:
codemcp__pixellab__get_character(character_id, include_preview=true)
- •
Review Animations:
- •Verify all directions animated correctly
- •Check timing feels right
- •Confirm style matches base character
- •
Download Assets:
- •Individual frame PNGs
- •Sprite sheets per animation
- •Combined character ZIP
- •
Import to Godot:
codeassets/sprites/characters/[faction]/[character]/ ├── idle/ │ ├── idle_s.png │ ├── idle_sw.png │ └── ... ├── walk/ ├── attack/ └── death/
- •
Setup AnimationPlayer:
- •Create animation tracks for each action
- •Set appropriate frame rates (8-12 FPS typical)
- •Configure looping (idle/walk loop, attack/death don't)
Quick Animation (Skip Interactive)
If user specifies animation directly:
User: "Add a walk animation to the Ironmark fighter" Skip to Phase 6 with: - character_id: [find by name match] - template_animation_id: "walking-8-frames" - animation_name: "Walk Cycle"
User: "Give the knight a sword slash attack" Skip to Phase 6 with: - character_id: [find by name match] - template_animation_id: "cross-punch" - action_description: "swinging sword in horizontal slash" - animation_name: "Sword Slash"
Error Handling
If animation fails:
- •Verify character exists and is complete
- •Check template_animation_id is valid
- •Simplify custom action description
- •Ensure character has directional views generated
If style doesn't match:
- •Animation inherits character's style settings
- •If mismatch, may need to regenerate character
- •Try different template that better fits character type
Example Invocations
User: "Add animations to my knight character" User: "I need walk and attack animations for the new enemy" User: "Animate the Ironmark fighter with combat moves" User: "Give all my characters idle animations" User: "Add a custom spell casting animation to the mage"
Reference: Animation Processing Times
| Animation Type | Approximate Time |
|---|---|
| Simple (idle, death) | 2-3 minutes |
| Movement (walk, run) | 2-4 minutes |
| Combat (attacks) | 3-4 minutes |
| Complex (multi-frame) | 3-5 minutes |
| Full Set (10 anims) | 20-40 minutes |
Times are per animation, processing is sequential per character.