figure-drawing

Defines decision order for placing human characters in illustrations across art styles.

5|Updated May 5, 2026
One-click install
npx skills add https://github.com/ababup1192/flix_game_engine --skill figure-drawing-ababup1192
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: figure-drawing
Source: https://github.com/ababup1192/flix_game_engine/tree/main/agents-pack/skills/figure-drawing
Command: npx skills add https://github.com/ababup1192/flix_game_engine --skill figure-drawing-ababup1192

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Characters in illustrations often look stiff, robotic, or inconsistent because artists skip foundational decisions like silhouette, weight distribution, and body proportions before rendering. This Skill provides a style-independent decision sequence for placing people in artwork so figures read correctly regardless of rendering technique. ## Core Features & Use Cases - Ordered decision framework: Six-step sequence covering silhouette readability, center of gravity and grounding, body mass ratios, foreground/background overlap, orientation cues, and anti-patterns to avoid. - Shared skeleton data: Stores joint and prop positions (shoulders, hips, neck, elbows, hands, feet) in one scene-level location or JSON Doc so multiple renderers draw the same person consistently. - Scene integration rules: Ensures figures follow the scene's light colors, shadow direction, depth haze, and wind so characters become part of the environment. - Use Case: When drawing a back-view character holding an item for a game scene, follow the checklist to verify silhouette at full resolution, place the contact shadow under the weight-bearing foot, and route rendering to px-character (under 48px) or smooth-render (above 48px). ## Quick Start Use the figure-drawing skill to plan the silhouette, weight balance, and proportions for a standing character holding a prop before rendering it.

Frequently Asked Questions about figure-drawing

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

FAQPage Schema
How do I draw a character that doesn't look stiff or robotic?

Avoid front-facing symmetric poses with both feet evenly planted, which reads as placed rather than standing. Assign weight to one foot, put the contact shadow under that foot, and never generate the body outline from a single height-to-width function.

What order should I decide things when drawing a person?

Decide in this order: silhouette readability, center of gravity and grounding, body mass ratios in head units, foreground/background overlap, orientation cues, then what to avoid. Errors early in this sequence cannot be fixed by rendering later.

When should I use pixel art versus smooth rendering for characters?

Use pixel art techniques for characters roughly 48 pixels tall or under, and smooth rendering for anything above that. For the ambiguous 40-64 pixel range, decide based on whether the artist's established style is pixel art.

How do I keep the same character consistent across multiple renderers?

Store joint and prop positions (shoulders, hips, neck, elbows, hands, feet) once at the scene level or in a JSON Doc as screen-relative values. Each renderer reads those positions and applies only its own rendering style.

Why does my back-view character lack a sense of direction?

Back views have no face, so orientation must come from other cues: the nape, shoulder tilt, hairline, heel visibility, which hand holds items, and shadow direction. Missing cues mean the figure reads as a flat board.

What checks should I run before showing a finished character drawing?

Verify six items: silhouette at full drawing resolution in solid black, legibility at actual display size, contact shadow under the weight-bearing foot, brightness difference between near and far limbs, scene-consistent lighting and cast shadow, and motion if the scene moves.