pixel-art-animator

Manage frames, timing, tags, and linked cels for pixel art sprite animations.

Updated Jun 5, 2026
One-click install
npx skills add https://github.com/forgefabrik/agent-bigbrother --skill pixel-art-animator-forgefabrik
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: pixel-art-animator
Source: https://github.com/forgefabrik/agent-bigbrother/tree/main/.config/opencode/skills/pixel-art-animator
Command: npx skills add https://github.com/forgefabrik/agent-bigbrother --skill pixel-art-animator-forgefabrik

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill removes the manual friction of building sprite animation by helping you organize frames, timing, tags, and linked cels into clean motion sequences.

Core Features & Use Cases

  • Frame Management: Add, duplicate, and delete frames to shape an animation from a still sprite.
  • Timing Control: Set per-frame durations to create smooth idle, walk, run, attack, and jump cycles.
  • Animation Organization: Create tags and playback directions such as forward, reverse, and ping-pong for reusable animation sets.
  • Linked Cels: Share unchanged artwork across frames to keep static elements consistent and efficient.
  • Use Case: Build a four-frame walk cycle, assign a walk tag, and tune frame timing so the sprite loops naturally in a game.

Quick Start

Use this skill to turn the selected sprite into a looping walk animation with four frames, consistent timing, and a walk tag.

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 a sprite animation from a still pixel art image?

Create sprite animation by adding, duplicating, and deleting frames from your still pixel art. This builds a sequence of images that forms the foundation of your motion.

How do I set frame timing for a walk cycle to loop naturally?

Set frame timing by adjusting per-frame durations for your walk cycle. Controlling how long each frame displays creates smooth motion and ensures the sprite loops naturally in a game.

What are animation tags and how do they organize sprite motion?

Animation tags organize sprite motion by grouping frames into reusable sets. You can assign playback directions like forward, reverse, and ping-pong to manage multiple animation cycles efficiently.

How do linked cels keep static background elements consistent across frames?

Linked cels share unchanged artwork across multiple frames to keep static elements consistent. This ensures background pixels remain efficient and identical without redrawing them for each frame.

Can I use this to build attack sequences and jump motion for games?

Yes, you can build attack sequences and jump motion alongside idle, walk, and run cycles. The workflow manages frame ranges and duration control to support these specific game animation types.

What happens if I input an invalid frame range when editing animations?

Invalid frame ranges trigger error handling during animation editing operations. The system enforces valid frame ranges and duration control to prevent broken sprite sequences.