character-rigging

Build data-driven 2D character rigs with parts, pivots, constraints, and layers for local animation.

Updated Jul 16, 2026
One-click install
npx skills add https://github.com/X-manist/Cohmira --skill character-rigging-x-manist
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: character-rigging
Source: https://github.com/X-manist/Cohmira/tree/main/src/builtin-plugins/openmontage/.agents/skills/character-rigging
Command: npx skills add https://github.com/X-manist/Cohmira --skill character-rigging-x-manist

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Creating 2D character animation requires structured rig data—parts, pivots, layer order, and rotation constraints—that generic runtime code cannot infer on its own. This Skill provides proven patterns and a rig package schema for building OpenMontage rig_plan artifacts and renderer input for local 2D character animation. ## Core Features & Use Cases - Data-Driven Rig Packages: Define each character as a JSON data package with independently transformable parts, explicit layer order, and parent-child hierarchies. - Pivot and Constraint Definitions: Specify pivots in artwork coordinate space and rotation constraints on joints to prevent impossible poses. - Quality Checklist: Validate rigs with rules covering pivots, hierarchy, mouth shapes, eye/pupil separation, and detachable props. - Use Case: When building an animated mouse character for a Remotion or GSAP-driven scene, use this Skill to produce a rig package defining body, head, and arm parts with pivots and rotation limits, ready for deterministic frame-driven rendering. ## Quick Start Ask the AI to build a character rig package for a 2D character with a body, head, and arms, including pivots and rotation constraints for each moving part.

Frequently Asked Questions about character-rigging

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

FAQPage Schema
How do I build a 2D character rig for animation?

Split the character into independently transformable parts, define a pivot for every moving part in the artwork's coordinate space, and assign explicit layer order. Store the result as a JSON rig package with parts, joints, and rotation constraints.

What is a rig package in character animation?

A rig package is a data file describing a character's parts, hierarchy, pivots, and rotation constraints, keeping runtime code generic. Each character becomes a reusable data package rather than hardcoded animation logic.

How do I set transform origins for SVG animation with GSAP?

SVG transform-origin behavior is browser-defined and sensitive to coordinate space, so prefer explicit SVG-coordinate pivots when using GSAP's svgOrigin. Define pivots in the same coordinate space as the artwork to avoid unexpected rotation centers.

Does Remotion animation work with random or time-based motion?

Remotion animations must be frame-driven and deterministic via the current frame, not wall-clock time or randomness. Compute all transforms from the current frame value so renders are reproducible.

When should character parts be separated in a rig?

Separate parts whenever they move independently: mouth shapes as separate assets or path groups, eyes and pupils apart when gaze changes, and props as separate items if the character touches or carries them.