# 2d Animation Pipeline

> Define authoring, import, and state machine rules for frame-by-frame and skeletal 2D animations.

- **Type:** Skill
- **Install:** `agentstack add skill-mrcalderon3d-everything-game-dev-code-2d-animation-pipeline`
- **Verified:** Yes — security-reviewed for prompt injection and unsafe behavior
- **Seller:** [MRCalderon3D](https://agentstack.voostack.com/s/mrcalderon3d)
- **Installs:** 0
- **Category:** [Agent Skills](https://agentstack.voostack.com/c/agent-skills)
- **Latest version:** 0.1.0
- **License:** MIT
- **Upstream author:** [MRCalderon3D](https://github.com/MRCalderon3D)
- **Source:** https://github.com/MRCalderon3D/everything-game-dev-code/tree/main/skills/art-audio-content/2d-animation-pipeline

## Install

```sh
agentstack add skill-mrcalderon3d-everything-game-dev-code-2d-animation-pipeline
```

Requires the [AgentStack CLI](https://agentstack.voostack.com/docs/cli). Works with Claude Code, Cursor, and any MCP-compatible agent.

## About

# 2D Animation Pipeline

## Purpose
Define authoring, import, and state machine rules for 2D animations so they play correctly, transition cleanly, and stay within performance budgets.

## Use When
- the project uses frame-by-frame sprite animations or skeletal 2D animations
- animation state machines need standardization across characters or entities
- new animated entities are being added and need to follow project conventions
- placeholder animations are being replaced with final art

## Inputs
- art bible or visual direction for animation style
- animation list per entity (idle, run, jump, attack, death, etc.)
- frame rate and loop settings per animation type
- skeletal rig requirements (if using Spine, DragonBones, or engine-native skeletal 2D)

## Process
1. define animation naming convention and folder structure per entity
2. set frame rate, loop mode, and blend settings per animation type
3. establish sprite sheet layout for frame-by-frame or export rules for skeletal rigs
4. configure animation state machine transitions and parameters
5. validate animation playback, transition smoothness, and memory footprint

## Outputs
- animation naming and folder convention
- frame rate and loop settings per animation type
- state machine transition map (states, parameters, conditions)
- validation checklist for new animation submissions

## Quality Bar
- every animation follows naming convention and lives in the correct folder
- frame rate is consistent within each animation type — no mixed rates
- state machine transitions are complete — no missing states or dead ends
- animation memory footprint stays within the platform budget

## Common Failure Modes
- inconsistent frame rates that cause jitter or timing mismatches
- missing state machine transitions that leave entities stuck in a state
- oversized sprite sheets that waste memory on unused frames
- skeletal rigs with incompatible bone counts or naming across entities

## Related Agents
- 2d-artist
- animation-programmer
- technical-artist

## Related Commands
- art-2d-pass
- perf-budget
- unity-placeholders

## Related Skills
- animation-state-patterns

## Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
- Boundary: this skill owns animation authoring, import, and wiring conventions; `animation-state-patterns` owns runtime state-machine architecture.

## Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

- **Author:** [MRCalderon3D](https://github.com/MRCalderon3D)
- **Source:** [MRCalderon3D/everything-game-dev-code](https://github.com/MRCalderon3D/everything-game-dev-code)
- **License:** MIT

Install and usage instructions live in the source repository linked above.

## Pricing

- **Free** — Free

## Security capabilities

Automated source analysis of v0.1.0 — what this tool can access:

- **Network access:** no
- **Filesystem access:** no
- **Shell / process execution:** no
- **Environment & secrets:** no
- **Dynamic code execution:** no

*"Yes" means the capability is present in the source — more access means more to trust, not that it is unsafe.*


## Versions

- **0.1.0** — security scan: passed — Imported from the upstream source.

## Links

- Listing page: https://agentstack.voostack.com/l/skill-mrcalderon3d-everything-game-dev-code-2d-animation-pipeline
- Seller: https://agentstack.voostack.com/s/mrcalderon3d
- Browse the marketplace: https://agentstack.voostack.com/browse

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Listed on AgentStack — the marketplace for AI agent skills and MCP servers. Every listing is security-reviewed. Creators keep 70%.
