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skills/pixel-art-animator/examples.md
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skills/pixel-art-animator/examples.md
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# Pixel Art Animator Examples
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This document provides concrete examples of how the pixel-art-animator skill handles animation tasks in Aseprite. Each example shows the user's request, step-by-step approach, actual MCP tool calls with parameters, and expected results.
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Examples are organized by animation complexity, from simple idle animations to complex multi-tag sequences.
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---
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## Simple Idle Animations
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### Example 1: Basic 2-Frame Breathing Animation
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**User Request:**
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> "Create a simple breathing animation for a character, just 2 frames, 32x32"
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**Approach:**
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1. Create 32x32 canvas
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2. Draw base character on frame 1
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3. Create frame 2 with slight body movement
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4. Set frame durations for smooth breathing
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5. Loop animation
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**Tool Calls:**
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```javascript
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// Create canvas with initial frame
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mcp__aseprite__create_canvas({
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width: 32,
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height: 32,
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colorMode: "rgb",
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name: "breathing-idle"
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})
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// Draw character on frame 1 (base pose)
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mcp__aseprite__draw_pixels({
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frame: 1,
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pixels: [
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// Head
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{ x: 14, y: 8, color: { r: 139, g: 90, b: 43, a: 255 } },
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{ x: 15, y: 8, color: { r: 139, g: 90, b: 43, a: 255 } },
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{ x: 16, y: 8, color: { r: 139, g: 90, b: 43, a: 255 } },
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{ x: 17, y: 8, color: { r: 139, g: 90, b: 43, a: 255 } },
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// Body (lower position - inhale)
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{ x: 15, y: 12, color: { r: 50, g: 100, b: 200, a: 255 } },
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{ x: 16, y: 12, color: { r: 50, g: 100, b: 200, a: 255 } },
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{ x: 14, y: 13, color: { r: 50, g: 100, b: 200, a: 255 } },
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{ x: 15, y: 13, color: { r: 50, g: 100, b: 200, a: 255 } },
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{ x: 16, y: 13, color: { r: 50, g: 100, b: 200, a: 255 } },
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{ x: 17, y: 13, color: { r: 50, g: 100, b: 200, a: 255 } }
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]
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})
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// Add frame 2
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mcp__aseprite__add_frame({
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duration: 500 // 500ms
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})
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// Draw slightly raised body on frame 2 (exhale)
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mcp__aseprite__draw_pixels({
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frame: 2,
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pixels: [
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// Head (same position)
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{ x: 14, y: 8, color: { r: 139, g: 90, b: 43, a: 255 } },
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{ x: 15, y: 8, color: { r: 139, g: 90, b: 43, a: 255 } },
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{ x: 16, y: 8, color: { r: 139, g: 90, b: 43, a: 255 } },
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{ x: 17, y: 8, color: { r: 139, g: 90, b: 43, a: 255 } },
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// Body (raised 1 pixel - exhale)
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{ x: 15, y: 11, color: { r: 50, g: 100, b: 200, a: 255 } },
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{ x: 16, y: 11, color: { r: 50, g: 100, b: 200, a: 255 } },
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{ x: 14, y: 12, color: { r: 50, g: 100, b: 200, a: 255 } },
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{ x: 15, y: 12, color: { r: 50, g: 100, b: 200, a: 255 } },
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{ x: 16, y: 12, color: { r: 50, g: 100, b: 200, a: 255 } },
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{ x: 17, y: 12, color: { r: 50, g: 100, b: 200, a: 255 } }
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]
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})
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// Set frame durations for breathing rhythm
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mcp__aseprite__set_frame_duration({
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frame: 1,
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duration: 500 // Hold inhale
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})
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mcp__aseprite__set_frame_duration({
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frame: 2,
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duration: 500 // Hold exhale
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})
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```
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**Result:**
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A simple 2-frame breathing animation where the character's body rises and falls subtly.
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**Visual Description:**
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When played, the animation shows a gentle breathing effect. Frame 1 shows the body in a lower position (inhaled), frame 2 shows it raised slightly (exhaled). The loop creates a continuous, calm breathing rhythm.
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---
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### Example 2: Bobbing Coin Animation
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**User Request:**
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> "Make a collectible coin that bobs up and down, 3 frames, 16x16"
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**Approach:**
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1. Create 16x16 indexed canvas
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2. Draw coin at middle height (frame 1)
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3. Draw coin at top position (frame 2)
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4. Draw coin at bottom position (frame 3)
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5. Set smooth frame timing
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**Tool Calls:**
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```javascript
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mcp__aseprite__create_canvas({
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width: 16,
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height: 16,
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colorMode: "indexed",
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name: "bobbing-coin"
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})
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mcp__aseprite__set_palette({
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colors: [
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{ r: 0, g: 0, b: 0 }, // Index 0: Transparent
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{ r: 180, g: 140, b: 0 }, // Index 1: Gold
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{ r: 255, g: 215, b: 0 }, // Index 2: Bright gold
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{ r: 255, g: 255, b: 200 } // Index 3: Highlight
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]
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})
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// Frame 1: Middle position
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mcp__aseprite__draw_pixels({
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frame: 1,
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pixels: [
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{ x: 6, y: 7, colorIndex: 2 }, { x: 7, y: 7, colorIndex: 2 },
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{ x: 8, y: 7, colorIndex: 2 }, { x: 9, y: 7, colorIndex: 2 },
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{ x: 5, y: 8, colorIndex: 2 }, { x: 6, y: 8, colorIndex: 3 },
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{ x: 7, y: 8, colorIndex: 2 }, { x: 8, y: 8, colorIndex: 2 },
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{ x: 9, y: 8, colorIndex: 1 }, { x: 10, y: 8, colorIndex: 1 }
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]
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})
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// Frame 2: Top position (2 pixels up)
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mcp__aseprite__add_frame({ duration: 150 })
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mcp__aseprite__draw_pixels({
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frame: 2,
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pixels: [
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{ x: 6, y: 5, colorIndex: 2 }, { x: 7, y: 5, colorIndex: 2 },
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{ x: 8, y: 5, colorIndex: 2 }, { x: 9, y: 5, colorIndex: 2 },
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{ x: 5, y: 6, colorIndex: 2 }, { x: 6, y: 6, colorIndex: 3 },
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{ x: 7, y: 6, colorIndex: 2 }, { x: 8, y: 6, colorIndex: 2 },
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{ x: 9, y: 6, colorIndex: 1 }, { x: 10, y: 6, colorIndex: 1 }
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]
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})
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// Frame 3: Bottom position (2 pixels down)
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mcp__aseprite__add_frame({ duration: 150 })
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mcp__aseprite__draw_pixels({
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frame: 3,
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pixels: [
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{ x: 6, y: 9, colorIndex: 2 }, { x: 7, y: 9, colorIndex: 2 },
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{ x: 8, y: 9, colorIndex: 2 }, { x: 9, y: 9, colorIndex: 2 },
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{ x: 5, y: 10, colorIndex: 2 }, { x: 6, y: 10, colorIndex: 3 },
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{ x: 7, y: 10, colorIndex: 2 }, { x: 8, y: 10, colorIndex: 2 },
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{ x: 9, y: 10, colorIndex: 1 }, { x: 10, y: 10, colorIndex: 1 }
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]
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})
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// Set consistent frame timing
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mcp__aseprite__set_frame_duration({ frame: 1, duration: 150 })
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mcp__aseprite__set_frame_duration({ frame: 2, duration: 150 })
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mcp__aseprite__set_frame_duration({ frame: 3, duration: 150 })
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```
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**Result:**
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A 3-frame bobbing animation where the coin floats up and down smoothly.
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**Visual Description:**
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The coin appears to float in midair with a smooth up-down motion. The animation cycles through middle → top → bottom → middle, creating a continuous hovering effect typical of collectible items in games.
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---
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### Example 3: Blinking Character
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**User Request:**
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> "Add a blinking animation to my character sprite, eyes should close for one frame"
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**Approach:**
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1. Assume canvas exists with character
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2. Frame 1: Eyes open (existing)
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3. Frame 2: Same as frame 1 (hold open eyes)
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4. Frame 3: Eyes closed
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5. Frame 4: Eyes open again
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6. Set longer duration for open eyes, short for blink
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**Tool Calls:**
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```javascript
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// Add frame 2 (duplicate frame 1 to hold open eyes)
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mcp__aseprite__duplicate_frame({
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sourceFrame: 1,
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duration: 2000 // Hold eyes open for 2 seconds
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})
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// Add frame 3 (blink - eyes closed)
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mcp__aseprite__add_frame({ duration: 100 })
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mcp__aseprite__draw_pixels({
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frame: 3,
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pixels: [
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// Draw closed eyes (horizontal lines instead of dots)
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{ x: 12, y: 9, color: { r: 0, g: 0, b: 0, a: 255 } },
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{ x: 13, y: 9, color: { r: 0, g: 0, b: 0, a: 255 } },
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{ x: 18, y: 9, color: { r: 0, g: 0, b: 0, a: 255 } },
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{ x: 19, y: 9, color: { r: 0, g: 0, b: 0, a: 255 } }
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]
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})
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// Add frame 4 (duplicate frame 1 for eyes open again)
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mcp__aseprite__duplicate_frame({
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sourceFrame: 1,
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duration: 100 // Brief open before loop
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})
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// Create animation tag for blinking cycle
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mcp__aseprite__create_tag({
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name: "blink_cycle",
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fromFrame: 1,
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toFrame: 4,
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direction: "forward"
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})
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```
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**Result:**
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A 4-frame blinking animation with natural timing - eyes stay open long, blink quickly, return to open.
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**Visual Description:**
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The character's eyes remain open for most of the animation (frames 1-2), quickly close (frame 3), then immediately reopen (frame 4). The timing creates a natural blink that doesn't interrupt the character's idle state.
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---
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## Walk Cycles
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### Example 4: Basic 4-Frame Walk Cycle
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**User Request:**
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> "Create a simple side-view walk cycle for a character, 4 frames, 32x32"
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**Approach:**
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1. Create canvas
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2. Frame 1: Contact pose (left foot forward)
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3. Frame 2: Passing pose (legs together, body high)
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4. Frame 3: Contact pose (right foot forward)
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5. Frame 4: Passing pose (return)
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6. Set frame durations for walk speed
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**Tool Calls:**
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```javascript
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mcp__aseprite__create_canvas({
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width: 32,
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height: 32,
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colorMode: "rgb",
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name: "walk-cycle"
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})
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// Frame 1: Left foot forward contact
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mcp__aseprite__draw_pixels({
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frame: 1,
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pixels: [
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// Head
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{ x: 15, y: 6, color: { r: 139, g: 90, b: 43, a: 255 } },
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{ x: 16, y: 6, color: { r: 139, g: 90, b: 43, a: 255 } },
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// Body
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{ x: 15, y: 10, color: { r: 50, g: 100, b: 200, a: 255 } },
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{ x: 16, y: 10, color: { r: 50, g: 100, b: 200, a: 255 } },
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{ x: 15, y: 11, color: { r: 50, g: 100, b: 200, a: 255 } },
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{ x: 16, y: 11, color: { r: 50, g: 100, b: 200, a: 255 } },
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// Left leg forward
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{ x: 13, y: 12, color: { r: 101, g: 67, b: 33, a: 255 } },
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{ x: 13, y: 13, color: { r: 101, g: 67, b: 33, a: 255 } },
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{ x: 12, y: 14, color: { r: 101, g: 67, b: 33, a: 255 } },
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// Right leg back
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{ x: 18, y: 12, color: { r: 101, g: 67, b: 33, a: 255 } },
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{ x: 18, y: 13, color: { r: 101, g: 67, b: 33, a: 255 } },
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{ x: 19, y: 14, color: { r: 101, g: 67, b: 33, a: 255 } }
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]
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})
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// Frame 2: Passing pose (legs together, body raised)
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mcp__aseprite__add_frame({ duration: 100 })
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mcp__aseprite__draw_pixels({
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frame: 2,
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pixels: [
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// Head (raised 1 pixel)
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{ x: 15, y: 5, color: { r: 139, g: 90, b: 43, a: 255 } },
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{ x: 16, y: 5, color: { r: 139, g: 90, b: 43, a: 255 } },
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// Body (raised)
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{ x: 15, y: 9, color: { r: 50, g: 100, b: 200, a: 255 } },
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{ x: 16, y: 9, color: { r: 50, g: 100, b: 200, a: 255 } },
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{ x: 15, y: 10, color: { r: 50, g: 100, b: 200, a: 255 } },
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{ x: 16, y: 10, color: { r: 50, g: 100, b: 200, a: 255 } },
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// Legs together, vertical
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{ x: 15, y: 11, color: { r: 101, g: 67, b: 33, a: 255 } },
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{ x: 15, y: 12, color: { r: 101, g: 67, b: 33, a: 255 } },
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{ x: 15, y: 13, color: { r: 101, g: 67, b: 33, a: 255 } },
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{ x: 16, y: 11, color: { r: 101, g: 67, b: 33, a: 255 } },
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{ x: 16, y: 12, color: { r: 101, g: 67, b: 33, a: 255 } },
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{ x: 16, y: 13, color: { r: 101, g: 67, b: 33, a: 255 } }
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]
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})
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// Frame 3: Right foot forward contact
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mcp__aseprite__add_frame({ duration: 100 })
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mcp__aseprite__draw_pixels({
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frame: 3,
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pixels: [
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// Head
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{ x: 15, y: 6, color: { r: 139, g: 90, b: 43, a: 255 } },
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{ x: 16, y: 6, color: { r: 139, g: 90, b: 43, a: 255 } },
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// Body
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{ x: 15, y: 10, color: { r: 50, g: 100, b: 200, a: 255 } },
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{ x: 16, y: 10, color: { r: 50, g: 100, b: 200, a: 255 } },
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{ x: 15, y: 11, color: { r: 50, g: 100, b: 200, a: 255 } },
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{ x: 16, y: 11, color: { r: 50, g: 100, b: 200, a: 255 } },
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// Right leg forward (mirrored from frame 1)
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{ x: 18, y: 12, color: { r: 101, g: 67, b: 33, a: 255 } },
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{ x: 18, y: 13, color: { r: 101, g: 67, b: 33, a: 255 } },
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{ x: 19, y: 14, color: { r: 101, g: 67, b: 33, a: 255 } },
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// Left leg back
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{ x: 13, y: 12, color: { r: 101, g: 67, b: 33, a: 255 } },
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{ x: 13, y: 13, color: { r: 101, g: 67, b: 33, a: 255 } },
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{ x: 12, y: 14, color: { r: 101, g: 67, b: 33, a: 255 } }
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]
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})
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// Frame 4: Passing pose again (duplicate frame 2)
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mcp__aseprite__duplicate_frame({
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sourceFrame: 2,
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duration: 100
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})
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// Set consistent walk timing
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mcp__aseprite__set_frame_duration({ frame: 1, duration: 100 })
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mcp__aseprite__set_frame_duration({ frame: 2, duration: 100 })
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mcp__aseprite__set_frame_duration({ frame: 3, duration: 100 })
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mcp__aseprite__set_frame_duration({ frame: 4, duration: 100 })
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// Create walk cycle tag
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mcp__aseprite__create_tag({
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name: "walk",
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fromFrame: 1,
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toFrame: 4,
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direction: "forward"
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})
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```
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**Result:**
|
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A smooth 4-frame walk cycle with proper contact and passing poses.
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**Visual Description:**
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The character walks smoothly from left to right. Frame 1 shows left foot forward, frame 2 shows legs together with body raised, frame 3 shows right foot forward, frame 4 returns to legs together. The cycle creates natural walking motion.
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---
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### Example 5: 8-Frame Smooth Walk
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**User Request:**
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> "Create a more detailed walk cycle with 8 frames for smoother animation"
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**Approach:**
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1. Create canvas
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2. Add breakdown frames between contact and passing poses
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3. Include anticipation and follow-through
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4. Add subtle body bounce and arm swing
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5. Set faster frame rate for smoothness
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**Tool Calls:**
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```javascript
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mcp__aseprite__create_canvas({
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width: 48,
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height: 48,
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colorMode: "rgb",
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name: "smooth-walk"
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})
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// Frame 1: Contact - left foot forward
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mcp__aseprite__draw_pixels({
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frame: 1,
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pixels: [
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// Character at lowest point, left foot planted
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{ x: 23, y: 10, color: { r: 139, g: 90, b: 43, a: 255 } }, // Head
|
||||
{ x: 24, y: 10, color: { r: 139, g: 90, b: 43, a: 255 } },
|
||||
{ x: 23, y: 16, color: { r: 50, g: 100, b: 200, a: 255 } }, // Body
|
||||
{ x: 24, y: 16, color: { r: 50, g: 100, b: 200, a: 255 } },
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// Left arm back, right arm forward
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||||
{ x: 21, y: 17, color: { r: 139, g: 90, b: 43, a: 255 } },
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{ x: 26, y: 17, color: { r: 139, g: 90, b: 43, a: 255 } },
|
||||
// Left leg forward, right leg back extended
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{ x: 20, y: 20, color: { r: 101, g: 67, b: 33, a: 255 } }, // Left
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||||
{ x: 27, y: 21, color: { r: 101, g: 67, b: 33, a: 255 } } // Right
|
||||
]
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})
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||||
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||||
// Frame 2: Recoil - absorbing impact
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mcp__aseprite__add_frame({ duration: 75 })
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||||
// ... (slight compression, legs slightly bent)
|
||||
|
||||
// Frame 3: Passing 1 - beginning to rise
|
||||
mcp__aseprite__add_frame({ duration: 75 })
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||||
// ... (body starting to rise, legs coming together)
|
||||
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||||
// Frame 4: High point - apex of motion
|
||||
mcp__aseprite__add_frame({ duration: 75 })
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||||
// ... (body at highest, legs nearly together, vertical)
|
||||
|
||||
// Frame 5: Contact - right foot forward
|
||||
mcp__aseprite__add_frame({ duration: 75 })
|
||||
// ... (mirror of frame 1, right foot now forward)
|
||||
|
||||
// Frame 6: Recoil - absorbing impact (right side)
|
||||
mcp__aseprite__add_frame({ duration: 75 })
|
||||
// ... (slight compression on right side)
|
||||
|
||||
// Frame 7: Passing 2 - beginning to rise
|
||||
mcp__aseprite__add_frame({ duration: 75 })
|
||||
// ... (body rising again, legs coming together)
|
||||
|
||||
// Frame 8: High point - apex returning to start
|
||||
mcp__aseprite__add_frame({ duration: 75 })
|
||||
// ... (body at high point, completing cycle)
|
||||
|
||||
// Set consistent smooth timing
|
||||
for (let i = 1; i <= 8; i++) {
|
||||
mcp__aseprite__set_frame_duration({ frame: i, duration: 75 })
|
||||
}
|
||||
|
||||
mcp__aseprite__create_tag({
|
||||
name: "smooth_walk",
|
||||
fromFrame: 1,
|
||||
toFrame: 8,
|
||||
direction: "forward"
|
||||
})
|
||||
```
|
||||
|
||||
**Result:**
|
||||
A fluid 8-frame walk cycle with smooth weight transfer and natural body movement.
|
||||
|
||||
**Visual Description:**
|
||||
The animation shows detailed walking mechanics with the body rising and falling naturally. Arms swing opposite to legs, the torso compresses slightly on foot contact, and rises smoothly during passing poses. The extra frames create very smooth motion at 75ms per frame.
|
||||
|
||||
---
|
||||
|
||||
## Complex Animations
|
||||
|
||||
### Example 6: Jump Sequence
|
||||
|
||||
**User Request:**
|
||||
> "Create a jump animation - anticipation, takeoff, air, landing"
|
||||
|
||||
**Approach:**
|
||||
1. Frame 1-2: Crouch (anticipation)
|
||||
2. Frame 3: Takeoff push
|
||||
3. Frame 4-6: Rising (different heights)
|
||||
4. Frame 7-8: Falling
|
||||
5. Frame 9: Land (compression)
|
||||
6. Frame 10: Return to idle
|
||||
|
||||
**Tool Calls:**
|
||||
```javascript
|
||||
mcp__aseprite__create_canvas({
|
||||
width: 32,
|
||||
height: 48,
|
||||
colorMode: "rgb",
|
||||
name: "jump-animation"
|
||||
})
|
||||
|
||||
// Frame 1: Start crouch anticipation
|
||||
mcp__aseprite__draw_pixels({
|
||||
frame: 1,
|
||||
pixels: [
|
||||
// Character in normal standing position
|
||||
{ x: 15, y: 20, color: { r: 139, g: 90, b: 43, a: 255 } }, // Head
|
||||
{ x: 16, y: 20, color: { r: 139, g: 90, b: 43, a: 255 } },
|
||||
{ x: 15, y: 24, color: { r: 50, g: 100, b: 200, a: 255 } }, // Body
|
||||
{ x: 16, y: 24, color: { r: 50, g: 100, b: 200, a: 255 } },
|
||||
{ x: 15, y: 28, color: { r: 101, g: 67, b: 33, a: 255 } }, // Legs
|
||||
{ x: 16, y: 28, color: { r: 101, g: 67, b: 33, a: 255 } }
|
||||
]
|
||||
})
|
||||
|
||||
// Frame 2: Deep crouch
|
||||
mcp__aseprite__add_frame({ duration: 150 })
|
||||
|
||||
mcp__aseprite__draw_pixels({
|
||||
frame: 2,
|
||||
pixels: [
|
||||
// Character crouched lower (head down 4 pixels, legs compressed)
|
||||
{ x: 15, y: 24, color: { r: 139, g: 90, b: 43, a: 255 } }, // Head lower
|
||||
{ x: 16, y: 24, color: { r: 139, g: 90, b: 43, a: 255 } },
|
||||
{ x: 15, y: 27, color: { r: 50, g: 100, b: 200, a: 255 } }, // Body lower
|
||||
{ x: 16, y: 27, color: { r: 50, g: 100, b: 200, a: 255 } },
|
||||
{ x: 14, y: 30, color: { r: 101, g: 67, b: 33, a: 255 } }, // Legs bent wide
|
||||
{ x: 15, y: 30, color: { r: 101, g: 67, b: 33, a: 255 } },
|
||||
{ x: 16, y: 30, color: { r: 101, g: 67, b: 33, a: 255 } },
|
||||
{ x: 17, y: 30, color: { r: 101, g: 67, b: 33, a: 255 } }
|
||||
]
|
||||
})
|
||||
|
||||
// Frame 3: Takeoff extension
|
||||
mcp__aseprite__add_frame({ duration: 100 })
|
||||
|
||||
mcp__aseprite__draw_pixels({
|
||||
frame: 3,
|
||||
pixels: [
|
||||
// Character extending upward, arms down
|
||||
{ x: 15, y: 22, color: { r: 139, g: 90, b: 43, a: 255 } },
|
||||
{ x: 16, y: 22, color: { r: 139, g: 90, b: 43, a: 255 } },
|
||||
{ x: 15, y: 25, color: { r: 50, g: 100, b: 200, a: 255 } },
|
||||
{ x: 16, y: 25, color: { r: 50, g: 100, b: 200, a: 255 } },
|
||||
// Legs extended downward, pushing off
|
||||
{ x: 15, y: 28, color: { r: 101, g: 67, b: 33, a: 255 } },
|
||||
{ x: 16, y: 28, color: { r: 101, g: 67, b: 33, a: 255 } },
|
||||
{ x: 15, y: 29, color: { r: 101, g: 67, b: 33, a: 255 } },
|
||||
{ x: 16, y: 29, color: { r: 101, g: 67, b: 33, a: 255 } }
|
||||
]
|
||||
})
|
||||
|
||||
// Frame 4: Rising - low air
|
||||
mcp__aseprite__add_frame({ duration: 100 })
|
||||
|
||||
mcp__aseprite__draw_pixels({
|
||||
frame: 4,
|
||||
pixels: [
|
||||
// Character rising, arms starting to go up
|
||||
{ x: 15, y: 16, color: { r: 139, g: 90, b: 43, a: 255 } },
|
||||
{ x: 16, y: 16, color: { r: 139, g: 90, b: 43, a: 255 } },
|
||||
{ x: 15, y: 19, color: { r: 50, g: 100, b: 200, a: 255 } },
|
||||
{ x: 16, y: 19, color: { r: 50, g: 100, b: 200, a: 255 } },
|
||||
// Arms raised halfway
|
||||
{ x: 13, y: 19, color: { r: 139, g: 90, b: 43, a: 255 } },
|
||||
{ x: 18, y: 19, color: { r: 139, g: 90, b: 43, a: 255 } },
|
||||
// Legs tucked
|
||||
{ x: 15, y: 22, color: { r: 101, g: 67, b: 33, a: 255 } },
|
||||
{ x: 16, y: 22, color: { r: 101, g: 67, b: 33, a: 255 } }
|
||||
]
|
||||
})
|
||||
|
||||
// Frame 5: Apex - highest point
|
||||
mcp__aseprite__add_frame({ duration: 150 })
|
||||
|
||||
mcp__aseprite__draw_pixels({
|
||||
frame: 5,
|
||||
pixels: [
|
||||
// Character at peak, arms fully raised
|
||||
{ x: 15, y: 10, color: { r: 139, g: 90, b: 43, a: 255 } },
|
||||
{ x: 16, y: 10, color: { r: 139, g: 90, b: 43, a: 255 } },
|
||||
{ x: 15, y: 13, color: { r: 50, g: 100, b: 200, a: 255 } },
|
||||
{ x: 16, y: 13, color: { r: 50, g: 100, b: 200, a: 255 } },
|
||||
// Arms up
|
||||
{ x: 14, y: 9, color: { r: 139, g: 90, b: 43, a: 255 } },
|
||||
{ x: 17, y: 9, color: { r: 139, g: 90, b: 43, a: 255 } },
|
||||
// Legs tucked compact
|
||||
{ x: 15, y: 16, color: { r: 101, g: 67, b: 33, a: 255 } },
|
||||
{ x: 16, y: 16, color: { r: 101, g: 67, b: 33, a: 255 } }
|
||||
]
|
||||
})
|
||||
|
||||
// Frame 6: Falling - beginning descent
|
||||
mcp__aseprite__add_frame({ duration: 100 })
|
||||
|
||||
// Frame 7: Falling - mid descent
|
||||
mcp__aseprite__add_frame({ duration: 100 })
|
||||
|
||||
// Frame 8: Landing preparation
|
||||
mcp__aseprite__add_frame({ duration: 100 })
|
||||
|
||||
// Frame 9: Impact compression
|
||||
mcp__aseprite__add_frame({ duration: 100 })
|
||||
|
||||
// Frame 10: Recovery to idle
|
||||
mcp__aseprite__add_frame({ duration: 150 })
|
||||
|
||||
// Create jump animation tag
|
||||
mcp__aseprite__create_tag({
|
||||
name: "jump",
|
||||
fromFrame: 1,
|
||||
toFrame: 10,
|
||||
direction: "forward"
|
||||
})
|
||||
```
|
||||
|
||||
**Result:**
|
||||
A complete jump animation with anticipation, aerial phase, and landing recovery.
|
||||
|
||||
**Visual Description:**
|
||||
The character crouches down in preparation (frames 1-2), explosively extends upward (frame 3), rises into the air with arms moving up (frames 4-5), hangs at the apex (frame 5), falls back down (frames 6-7), prepares for landing (frame 8), compresses on impact (frame 9), and recovers to standing (frame 10).
|
||||
|
||||
---
|
||||
|
||||
## Linked Cels
|
||||
|
||||
### Example 7: Walking with Static Background
|
||||
|
||||
**User Request:**
|
||||
> "Create a walk cycle but keep the background layer the same across all frames"
|
||||
|
||||
**Approach:**
|
||||
1. Create background layer
|
||||
2. Draw static background on frame 1
|
||||
3. Link background cel across all frames
|
||||
4. Create character layer
|
||||
5. Animate character walk on character layer only
|
||||
|
||||
**Tool Calls:**
|
||||
```javascript
|
||||
mcp__aseprite__create_canvas({
|
||||
width: 64,
|
||||
height: 48,
|
||||
colorMode: "rgb",
|
||||
name: "walk-with-background"
|
||||
})
|
||||
|
||||
// Create background layer
|
||||
mcp__aseprite__add_layer({
|
||||
name: "background"
|
||||
})
|
||||
|
||||
// Draw static background on frame 1
|
||||
mcp__aseprite__draw_pixels({
|
||||
layer: "background",
|
||||
frame: 1,
|
||||
pixels: [
|
||||
// Sky - fill top half with blue
|
||||
...Array.from({ length: 64 * 20 }, (_, i) => ({
|
||||
x: i % 64,
|
||||
y: Math.floor(i / 64),
|
||||
color: { r: 135, g: 206, b: 235, a: 255 }
|
||||
})),
|
||||
// Ground - fill bottom with green
|
||||
...Array.from({ length: 64 * 28 }, (_, i) => ({
|
||||
x: i % 64,
|
||||
y: 20 + Math.floor(i / 64),
|
||||
color: { r: 34, g: 139, b: 34, a: 255 }
|
||||
}))
|
||||
]
|
||||
})
|
||||
|
||||
// Add frames for walk cycle
|
||||
mcp__aseprite__add_frame({ duration: 100 })
|
||||
mcp__aseprite__add_frame({ duration: 100 })
|
||||
mcp__aseprite__add_frame({ duration: 100 })
|
||||
|
||||
// Link background cel across all frames (background stays static)
|
||||
mcp__aseprite__link_cel({
|
||||
layer: "background",
|
||||
frame: 1,
|
||||
targetFrames: [2, 3, 4]
|
||||
})
|
||||
|
||||
// Create character layer for animation
|
||||
mcp__aseprite__add_layer({
|
||||
name: "character"
|
||||
})
|
||||
|
||||
// Animate character walk on character layer
|
||||
// Frame 1: Contact
|
||||
mcp__aseprite__draw_pixels({
|
||||
layer: "character",
|
||||
frame: 1,
|
||||
pixels: [/* character pose 1 */]
|
||||
})
|
||||
|
||||
// Frame 2: Passing
|
||||
mcp__aseprite__draw_pixels({
|
||||
layer: "character",
|
||||
frame: 2,
|
||||
pixels: [/* character pose 2 */]
|
||||
})
|
||||
|
||||
// Frame 3: Contact
|
||||
mcp__aseprite__draw_pixels({
|
||||
layer: "character",
|
||||
frame: 3,
|
||||
pixels: [/* character pose 3 */]
|
||||
})
|
||||
|
||||
// Frame 4: Passing
|
||||
mcp__aseprite__draw_pixels({
|
||||
layer: "character",
|
||||
frame: 4,
|
||||
pixels: [/* character pose 4 */]
|
||||
})
|
||||
|
||||
mcp__aseprite__create_tag({
|
||||
name: "walk_with_bg",
|
||||
fromFrame: 1,
|
||||
toFrame: 4,
|
||||
direction: "forward"
|
||||
})
|
||||
```
|
||||
|
||||
**Result:**
|
||||
A walk cycle animation where the background remains static while the character animates.
|
||||
|
||||
**Visual Description:**
|
||||
The background layer (sky and ground) remains identical across all frames thanks to linked cels. Only the character layer changes, showing the walk cycle. This is memory-efficient and typical for game animations.
|
||||
|
||||
---
|
||||
|
||||
## Multiple Animation Tags
|
||||
|
||||
### Example 8: Character with Idle, Walk, and Attack
|
||||
|
||||
**User Request:**
|
||||
> "Create a character spritesheet with separate idle, walk, and attack animations"
|
||||
|
||||
**Approach:**
|
||||
1. Create canvas
|
||||
2. Frames 1-4: Idle animation
|
||||
3. Frames 5-8: Walk animation
|
||||
4. Frames 9-14: Attack animation
|
||||
5. Tag each animation sequence
|
||||
6. Set appropriate durations
|
||||
|
||||
**Tool Calls:**
|
||||
```javascript
|
||||
mcp__aseprite__create_canvas({
|
||||
width: 32,
|
||||
height: 32,
|
||||
colorMode: "rgb",
|
||||
name: "character-animations"
|
||||
})
|
||||
|
||||
// === IDLE ANIMATION (Frames 1-4) ===
|
||||
// Frame 1: Idle base
|
||||
mcp__aseprite__draw_pixels({
|
||||
frame: 1,
|
||||
pixels: [/* idle pose 1 */]
|
||||
})
|
||||
|
||||
// Frame 2: Idle breath
|
||||
mcp__aseprite__add_frame({ duration: 500 })
|
||||
mcp__aseprite__draw_pixels({
|
||||
frame: 2,
|
||||
pixels: [/* idle pose 2 - slight body rise */]
|
||||
})
|
||||
|
||||
// Frame 3: Hold
|
||||
mcp__aseprite__duplicate_frame({ sourceFrame: 2, duration: 300 })
|
||||
|
||||
// Frame 4: Return
|
||||
mcp__aseprite__duplicate_frame({ sourceFrame: 1, duration: 200 })
|
||||
|
||||
// Tag idle animation
|
||||
mcp__aseprite__create_tag({
|
||||
name: "idle",
|
||||
fromFrame: 1,
|
||||
toFrame: 4,
|
||||
direction: "forward"
|
||||
})
|
||||
|
||||
// === WALK ANIMATION (Frames 5-8) ===
|
||||
// Frame 5: Left foot forward
|
||||
mcp__aseprite__add_frame({ duration: 100 })
|
||||
mcp__aseprite__draw_pixels({
|
||||
frame: 5,
|
||||
pixels: [/* walk pose 1 */]
|
||||
})
|
||||
|
||||
// Frame 6: Passing
|
||||
mcp__aseprite__add_frame({ duration: 100 })
|
||||
mcp__aseprite__draw_pixels({
|
||||
frame: 6,
|
||||
pixels: [/* walk pose 2 */]
|
||||
})
|
||||
|
||||
// Frame 7: Right foot forward
|
||||
mcp__aseprite__add_frame({ duration: 100 })
|
||||
mcp__aseprite__draw_pixels({
|
||||
frame: 7,
|
||||
pixels: [/* walk pose 3 */]
|
||||
})
|
||||
|
||||
// Frame 8: Passing
|
||||
mcp__aseprite__add_frame({ duration: 100 })
|
||||
mcp__aseprite__draw_pixels({
|
||||
frame: 8,
|
||||
pixels: [/* walk pose 4 */]
|
||||
})
|
||||
|
||||
// Tag walk animation
|
||||
mcp__aseprite__create_tag({
|
||||
name: "walk",
|
||||
fromFrame: 5,
|
||||
toFrame: 8,
|
||||
direction: "forward"
|
||||
})
|
||||
|
||||
// === ATTACK ANIMATION (Frames 9-14) ===
|
||||
// Frame 9: Wind up
|
||||
mcp__aseprite__add_frame({ duration: 150 })
|
||||
mcp__aseprite__draw_pixels({
|
||||
frame: 9,
|
||||
pixels: [/* attack windup */]
|
||||
})
|
||||
|
||||
// Frame 10: Anticipation
|
||||
mcp__aseprite__add_frame({ duration: 100 })
|
||||
|
||||
// Frame 11: Strike start
|
||||
mcp__aseprite__add_frame({ duration: 50 })
|
||||
|
||||
// Frame 12: Strike peak
|
||||
mcp__aseprite__add_frame({ duration: 50 })
|
||||
|
||||
// Frame 13: Follow through
|
||||
mcp__aseprite__add_frame({ duration: 100 })
|
||||
|
||||
// Frame 14: Recovery
|
||||
mcp__aseprite__add_frame({ duration: 150 })
|
||||
|
||||
// Tag attack animation
|
||||
mcp__aseprite__create_tag({
|
||||
name: "attack",
|
||||
fromFrame: 9,
|
||||
toFrame: 14,
|
||||
direction: "forward"
|
||||
})
|
||||
```
|
||||
|
||||
**Result:**
|
||||
A complete character animation set with three distinct, tagged animations that can be called independently.
|
||||
|
||||
**Visual Description:**
|
||||
The sprite file contains three separate animation sequences: frames 1-4 show idle breathing, frames 5-8 show walking, frames 9-14 show an attack. Each animation is tagged so game engines can play "idle", "walk", or "attack" on demand.
|
||||
|
||||
---
|
||||
|
||||
## Summary
|
||||
|
||||
This examples collection demonstrates the pixel-art-animator skill's capabilities:
|
||||
|
||||
- **Simple idle animations** (Examples 1-3): Basic 2-3 frame loops for breathing, bobbing, blinking
|
||||
- **Walk cycles** (Examples 4-5): Both simple 4-frame and detailed 8-frame walks
|
||||
- **Complex animations** (Example 6): Multi-phase sequences like jumping
|
||||
- **Linked cels** (Example 7): Efficient background management
|
||||
- **Multiple animations** (Example 8): Complete character animation sets with tags
|
||||
|
||||
Each example shows complete MCP tool call syntax with frame-by-frame breakdowns, timing considerations, and tagging strategies for game-ready animations.
|
||||
Reference in New Issue
Block a user