2d-animation-pipeline

2d-animation-pipeline is a skill for Claude Code from MRCalderon3D/everything-game-dev-code. It costs 27 tokens per session (544 once invoked), scanned A, original, MIT.

A set of rules for creating, importing, and organizing frame-by-frame or skeletal 2D animations. It covers sprite sheets, animation settings, and state machines, which control how animations change between states.

In plain words
What is it for?
Use it to define naming, folders, frame rates, loops, sprite-sheet layouts, skeletal export rules, and animation-state transitions.
Why use it?
It keeps animations consistent across characters, makes transitions smoother, and helps control memory and performance costs.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the everything-game-dev-code plugin — 74 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers shipped together

Good fit Use it to define naming, folders, frame rates, loops, sprite-sheet layouts, skeletal export rules, and animation-state transitions.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/mrcalderon3d/everything-game-dev-code/2d-animation-pipeline
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add MRCalderon3D/everything-game-dev-code --skill 2d-animation-pipeline
Clone the repo
git clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-code

Made for: Claude Code.

Or install everything-game-dev-code, the plugin that ships this one along with the rest of its 74 skills, 67 commands, 42 agents, 3 hooks, 6 MCP servers.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for 2d-animation-pipeline

README.md
[![agentmods](https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/2d-animation-pipeline/github.svg)](https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/2d-animation-pipeline)
Your own site
<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/2d-animation-pipeline"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/2d-animation-pipeline/github.svg" alt="Measured on agentmods" height="20"></a>

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agentmods 80×15 button for 2d-animation-pipeline

Your own site · 80×15
<a href="https://agentmods.dev/skills/mrcalderon3d/everything-game-dev-code/2d-animation-pipeline"><img src="https://agentmods.dev/badge/skills/mrcalderon3d/everything-game-dev-code/2d-animation-pipeline.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 27 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 544 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00027 $0.00544
Opus 5.5 $0.00011 $0.00218
Sonnet 5.5 $0.00005 $0.00109
Haiku 4.5 $0.00003 $0.00054

Measured 1mo ago against content hash 8825ce6cbadc, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

2d-animation-pipeline scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 1mo ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/art-audio-content/2d-animation-pipeline/SKILL.md · 67 lines

How it starts

The opening of the file, as written. The whole thing — 67 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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
  • 2d-artist
  • animation-programmer
  • technical-artist

Read the full file on GitHub · 67 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 1mo ago First seen · 67 lines · 27 tokens per session scan A 8825ce6cbadc

Subscribe to this mod's changes

2d-animation-pipeline is a skill published in the GitHub repository MRCalderon3D/everything-game-dev-code (99 stars, last pushed 19d ago), licensed MIT. It adds 27 tokens to every session and 544 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.

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