Individual skill

2d-character-rig-animation

Production guidance for reusable layered 2D character rigs in browser-rendered and video media. Use for SVG hierarchies, pivots and constraints, FK/IK planning, pose and facial libraries, acting, cycles, deterministic handoff, crop variants, and rig QA; not for character concept continuity, 3D armatures, or motion-capture solving.

skills/production/creative-direction/2d-character-rig-animation/SKILL.md

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# 2D character rig animation

Use this skill after the character design and approved model/reference sheets exist. Its job is to turn that design into a reusable performance system whose parts stay connected, poses remain on-model, facial states read clearly, and animation can be reproduced across shots and runtimes.

The rig may be SVG, layered vector art, raster cutouts, a bone-and-mesh puppet, or a hybrid. Runtime APIs differ; the production contract does not.

## Boundaries

This skill owns:

- part decomposition, draw order, hierarchy, pivots, controls, and constraints;
- bind/rest pose and coordinate conventions;
- rigid cutout versus deforming mesh decisions;
- reusable body poses, facial states, visemes, gestures, and cycles;
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