Agent skill

Scenario Sprite Animation

by scenario-labs in scenario-labs/skills

A skill your agent uses when animating 2D game art with Scenario: walk, idle or attack cycles in 4 or 8 directions, isometric sprite sheets, animated GIFs, frame-by-frame pixel art animation, VFX…

MITAuto-check passedGame Development

Install Scenario Sprite Animation

skills CLI
$ npx skills add scenario-labs/skills --skill scenario-sprite-animation -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install scenario-labs/skills scenario-sprite-animation --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/scenario-sprite-animation .claude/skills/scenario-sprite-animation && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
scenario-sprite-animation
GitHub stars
946
Token cost
~4.4k tokens
SKILL.md length
2,372 words
Files
9 (incl. scripts, references)
Skills in repo
146
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when animating 2D game art with Scenario: walk, idle or attack cycles in 4 or 8 directions, isometric sprite sheets, animated GIFs, frame-by-frame pixel art animation, VFX…

  • Works in 6 steps: Create a dedicated collection first… → recommend with the loop requirement in… → model_run with the same still as first… → …
  • Animating 2D game art with Scenario: walk
  • SKILL.md covers Overview, Quick reference, Worked example: a seamless… and Common mistakes
  • Runs Python scripts from its folder; calls npx

What it does

Scenario Sprite Animation is an agent skill from scenario-labs/skills. Use when animating 2D game art with Scenario: walk, idle or attack cycles in 4 or 8 directions, isometric sprite sheets, animated GIFs, frame-by-frame pixel art animation, VFX loops such as fire or smoke, looping a sprite seamlessly, animating an existing character image, a full animation sheet from one prompt, extracting animation frames from a generated video, or slicing a sprite sheet into engine-ready frames for Unity, Godot, or Unreal. Keywords: spritesheet, keyframes, frame grid, GIF.

Its SKILL.md is about 4.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 10 other files, including scripts and reference files (for example `grid-templates.json`, `grid-templates.md` and `references/directional-cycles.md`).

It sits in Game Development, covering Sprites and pixel art and Game development. It works with Godot. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.

When your agent uses it

  • Animating 2D game art with Scenario: walk
  • Attack cycles in 4
  • Isometric sprite sheets
  • Frame-by-frame pixel art animation

Example prompts

  • “/scenario-sprite-animation”

Requirements

  • Python 3
  • Node.js

Workflow steps

6 steps, taken from the first numbered list in SKILL.md.

  1. Create a dedicated collection first (collection_create, tool catalog) and collection_add_assets (collection_id, asset_ids) every kept…
  2. recommend with the loop requirement in the user's own words, prefer a non-deprecated pick, then model_schema_get. The schema decides the…
  3. model_run with the same still as first and last frame and a prompt that names the motion explicitly ("weight shifts, cloak sways; the…
  4. If the sprite needs alpha, expect no video lane to emit it, so budget a removal pass; verify alpha survived on one downloaded frame before…
  5. Seam-check against the sequence's own motion, not by eye: a seam reads as a loop only relative to how much the frames already move…
  6. Finish and package: a pixel-art target needs a snapping pass, which has traps of its own and is sometimes the wrong move…

What it can do on your machine

Read from SKILL.md and the folder at commit f6f8ab7. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 4 files in scripts/ (Python), which the agent can run.

    Shell commands in SKILL.md call:

    • npx

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Scenario Sprite Animation loads about 4.4k tokens when it runs, and up to ~11k if it reads all its reference files. Until then it costs about 130 tokens; SKILL.md has 2,372 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~130
When it runs · the whole SKILL.md, loaded when a task matches
~4.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~11k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 2,372 words, ~4,404 tokens.

Download SKILL.mdSave it as .claude/skills/scenario-sprite-animation/SKILL.md (or your agent's skills folder). This skill also uses 8 other files; get the full folder from GitHub.
name
scenario-sprite-animation
description
Use when animating 2D game art with Scenario: walk, idle or attack cycles in 4 or 8 directions, isometric sprite sheets, animated GIFs, frame-by-frame pixel art animation, VFX loops such as fire or smoke, looping a sprite seamlessly, animating an existing character image, a full animation sheet from one prompt, extracting animation frames from a generated video, or slicing a sprite sheet into engine-ready frames for Unity, Godot, or Unreal. Keywords: spritesheet, keyframes, frame grid, GIF.
license
MIT

Scenario Sprite Animation

Overview

A bare prompt to a generic image model for "a sprite sheet, walk cycle, 8 frames" returns a picture of one; a written grid spec on a high-adherence image model returns the sheet (the single-sheet row below). Frame sequences come from routes picked by the control the task needs, not sprite size alone. This skill routes between lanes and carries the frame math; depth lives with siblings: scenario-video (video model families), scenario-consistency and scenario-model-training (one character across an action set), scenario-game-assets (statics, pixel cleanup, upscaling; a sheet whose cells are one character's frames stays here), scenario-refine-loop (iterate to brief). Connection and the core loop: the scenario skill. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

Quick reference

You needRoute
Pixel cycles or VFX, style-locked canvasPurpose-trained animation model (recommend with the sprite-animation need in the user's own words, non-deprecated pick): GIF preview, same-seed spritesheet re-run, slice
An exact grid, chosen frame count, scripted beatsHigh-adherence general image model (recommend with the grid spec in the user's own words; expect ask_user against the purpose-trained pick): one model_run, slice, snap per tile, assemble
A seamless loop from a stillFirst+last-frame video model (recommend with the loop requirement): the same flattened still at both ends plus explicit motion language, extract, seam-check
Poses at chosen momentsKeyframe video model (recommend with the keyframe-pinning need): pin pose stills to frame indices or timestamps, extract
Animate this sprite, larger or styledImage-to-video on the flattened still, prompt anchored in a sprite-animation style with scripted motion beats; model per scenario-video
One character across an action setTurnaround plus reference-to-video per scenario-consistency; reuse references and settings for every action
One character, several facings, a cycle set, one sheetPose sheet or turnarounds from the user's art, then one first-and-last-frame image-to-video clip per facing and cycle, finished locally by the shipped cycle scripts (directional cycles)
Frames to sheet, sheet to framesTool models via model_run: model_scenario-video-to-image-seq, model_scenario-grid-maker, model_scenario-image-slicer, model_scenario-image-seq-to-video (fixed first-party ids: each is Scenario's single deterministic tool for its step)

The schema is the contract, read with model_schema_get on the pick: re-discover the generative members each session rather than hardcode them (the tool ids above are fixed). Per-lane schema notes, covering the Retro Diffusion canvas lock and returnSpritesheet seed pairing on the pixel lane, the single-sheet schema shape and prices, the video-lane control surfaces, the alpha routes, and how to read a deprecation tag: references/lane-schemas.md.

The single-sheet lane trades the pixel lane's native pixels, locked canvas and seed pairing for a grid honored as written; the pixel look is emulated, so the snapping pass is part of the lane. Unattended, the task decides between the table's first two rows: an exact grid, frame count or scripted beats in the brief takes the top-ranked general model over specialty.model_id, whose when_general_better names exactly those needs. Write the spec for the pipeline that will read it: rows and columns within the slicer's 6x6 (16 frames as 4x4, never 2 by 8, which is a local cut), a canvas the grid divides evenly, one scale, camera, facing and ground baseline, the beats per frame range with the last frame matching the first, generous margins, no labels. Leave GIF production lines out: an image model returns stills, and a hold is the same pose across extra frames. A background enum names no color, so a solid field is prompt wording; an existing character goes through the reference-image field; with no seed a re-run is a new character, so candidates come from the sample-count parameter and one sheet is approved before slicing. Read the delivered sheet before slicing: count the cells, read the cell edges, and count distinct poses, since a beat range naming a single end state can come back as one held pose. Then slice, seam-check the tiles per step 5, align the body across tiles, snap every kept tile with the same color count and seed, check that the snapped tiles share one size, and assemble. Alignment is a post step, not a prompt: the body drifts between rows (in one run the grounded feet sat 87 px higher in the last row than in the first, and neither anchoring language nor a layout template passed as reference image moved that), so measure each tile's body box, shift it onto one baseline and one horizontal center on a wider canvas so nothing clips, then upload_asset the re-laid sheet and slice it, since frames edited locally never become assets.

For reusable layouts, read the grid manifest and template usage guide. Resolve uploaded assets and publish new versions through the scenario skill's shared asset lifecycle. When none is accessible, the grid builder, run by a maintainer or an agent needing local geometry, creates the selected preset for MCP upload; it does not generate animation. Preserve the user's frame count and canvas over any preset. Templates do not replace the alignment, edge, and loop checks above.

For a character in several facings (isometric diagonals, side or top-down) with walk, run, idle and attack rows, follow the directional cycles lane: it covers the user's own art, the key-color check, mirroring and weapon hands, and engine import. Its three scripts, run by the agent, keep the MCP steps in the lane and do only the local geometry: cycle_prompts.py writes model-agnostic requests to map onto a discovered schema, cycle_frames.py makes first frames from any art, and cycle_sheets.py keys, loop-searches, registers and pixelates a character's clips into sheets, which are then uploaded with upload_asset.

The frames pipeline is tool models run with model_run, not separate MCP tools: a video-to-image-sequence extractor (extractAllFrames, or every Nth frame via frameInterval; the order of its frames is verified, never assumed, see below), a grid maker (images, up to 100, kept in input order; columns, default 3, and rows, computed from the count when unset, so a delivered 2 by 8 is the finished frames at columns: 8; backgroundColor takes a hex string, transparent, black or white), a grid slicer (image plus xSubdivisions and ySubdivisions, 1 to 6 each and defaulting to 2 when omitted, so 6x6 is the cap; no output-size parameter; tiles return in row-major order but not always at cell size, so check one with asset_get, and a resized tile or a sheet past 6x6 means cutting the sheet locally on the grid you counted), a sequence-to-video assembler (model_scenario-image-seq-to-video, a first-party id stable enough to name; fps 1 to 120, loopCount, pingpong, outputFormat gif or mp4), and a pixel snapper (re-detects the art's grid and quantizes to the requested color count, the one palette control in the cleanup chain; priced per tile, so probe one before the set). GIF frame delays quantize to 10 ms, so ask the assembler for an fps that divides 100 (10, 20 or 25; 8 lands at 125 ms and 12 at 83 ms, neither on the grid), or it re-times and duplicates frames to hold the duration. Fps is the only timing lever after generation, so plan frame counts up front and count what came back. Analysis is fine locally: differencing, seam math, edge reads, and window searches need pixels on disk.

Frame order is verified, never assumed. Extracted frames share one createdAt and carry no index in metadata, so their order exists only in the job row's assetIds, and that list has come back out of time order (a confirmed defect at authoring time). Before any stride math, slice, or assembly, pass the ids to the grid maker in returned order and read the contact sheet against the clip's free firstFrame and lastFrame (asset_get) and its motion: a frame that breaks continuity is out of place, and the corrected order is carried as your own id list from then on. Never rebuild order from listings, timestamps, or search.

Show full SKILL.md (1,057 more words)Show less

Worked example: a seamless idle loop from a still

  1. Create a dedicated collection first (collection_create, tool catalog) and collection_add_assets (collection_id, asset_ids) every kept output as it lands. With no still to hand, generate and approve one first: it anchors every later step, so check subject-critical detail against the brief before animating, and budget it apart from the loop (references/lane-schemas.md). Flatten the character onto a plain field (a local edit is fine; assume video inputs drop transparency as reference inputs do) and upload_asset it. Confirm lane and budget with the user; unattended, take them from the task instructions, else the cheapest lane that fits, and dry_run before every paid run.
  2. recommend with the loop requirement in the user's own words, prefer a non-deprecated pick, then model_schema_get. The schema decides the levers: duration and fps enums, a camera lock such as static, an audio toggle, and a native loop flag where present, replacing the end-frame anchor: never send both (dry_run accepts combinations that still fail at run time).
  3. model_run with the same still as first and last frame and a prompt that names the motion explicitly ("weight shifts, cloak sways; the character stays in place"). jobs_wait re-called with pending_job_ids while the job runs.
  4. If the sprite needs alpha, expect no video lane to emit it, so budget a removal pass; verify alpha survived on one downloaded frame before batching: inline display composites it away, and a transparent request can come back in a container without alpha (references/lane-schemas.md). Extract with the video-to-image-sequence tool and verify the frame order first (above). Confirm what was delivered before computing any stride (requests are not always honored): asset_get reports properties.duration, frameRate, nbFrames, width, and height; nbFrames is the delivered frame count the math needs, so read those and leave the rest of the record alone. At authoring time the extractor exposed only extractAllFrames and frameInterval, so confirm with model_schema_get: no start offset, end, or range. Any non-uniform selection (trimmed window, stride off an offset, hand-picked subset) means extractAllFrames: true then subsetting by asset id; a frameInterval that cannot express the window is never a reason to leave the platform. Frame math: extracted count = delivered frames / frameInterval, endpoint-inclusive; where the schema exposes fps, generating at sprite cadence (8 to 12 fps: a cycle typically needs 8 to 16 frames) beats decimating after.
  5. Seam-check against the sequence's own motion, not by eye: a seam reads as a loop only relative to how much the frames already move. Compute the mean absolute pixel delta between consecutive frames (the motion baseline) and the delta across the seam; the loop closes when the seam sits at or below the baseline of the window being looped, not the whole sequence's, since per-step delta swings by orders of magnitude across a scene loop. On a near-static idle, asset_display of first and last frame is enough; on locomotion (hop, walk, attack) eyeballing passes visibly broken loops. If the seam is wide, do not re-run first: image-to-video models re-render off the input still, so frame 0 often diverges from every later frame (a large 0 to 1 delta is the tell) and no re-run fixes a loop anchored to it. Search start and end pairs inside the model's own rendering, excluding frame 0, and take the tightest closing window that still carries real motion. Trim to where the motion is: a duration longer than the action leaves a static tail, and the stride comes from the active window, not the delivered length. Only after a window search fails is a re-run (new seed where the schema has one, else reworded motion) worth the credits. Unattended, allow one re-run, then flag and stop.
  6. Finish and package: a pixel-art target needs a snapping pass, which has traps of its own and is sometimes the wrong move (references/lane-schemas.md). Sheet via the grid maker, transparent background or a color when the brief is opaque; preview via sequence-to-video as GIF; the assembler has no background parameter, so a deliverable GIF takes opaque frames already on its field. asset_download frames with format="png" and the preview with format="gif", and omit format on a video asset, which rejects mp4.

Common mistakes

  • Identical first and last frames with a bare prompt: that asks for a freeze, not a loop; the motion must be named.
  • Treating margin or wording as containment for a traveling effect: what crosses the cell edge is gone, margin gets filled and crossed anyway, and containment wording cancels the throw. Keep the frames whose delivered edge band reads empty; the detached projectile is its own sprite.
  • Assuming every model has a seed: many video schemas and several high-adherence image schemas have none, so reproducibility there is per-asset, not per-run.
  • Counting on an interpolation filter: none exists in the catalog, and fps is the timing lever. Pixelating a non-pixel image is a different job from cleaning pixel art: the catalog carries a pixelate tool (grid size, palette) for the first and the snapper for the second, both found with search (target: "models", public: true, filters tags: ["tool"], query: "pixel" returns both; the descriptions tell them apart).
  • Photo upscalers on pixel frames: they invent texture; use the pixel-preserving routes in scenario-game-assets.
  • Shipping a sheet unstepped: per-frame steps return new ids and order lives only in the lists you pass, so carry the frame-to-output mapping (never rebuild it from listings or timestamps), then compare sheet to preview before delivery.
  • Assembling deliverables locally because the frames are already on disk: analysis pulls the clip down, local assembly then looks free, and the frames never become assets, leaving the collection holding a sheet nobody else can reach.
  • Ping-pong or loop flags set blind: watch the downloaded GIF and match the assembler to it.
  • Launching every frame, direction, or clip at once: past the team's concurrency ceiling (the parallel-custom-jobs row in the scenario skill) a launch is refused with that 429 and creates no job, and on some video lanes the burst is accepted and comes back as failed, refunded jobs instead (directional cycles). Either way, launch in waves and relaunch every refused or failed item in the next one rather than dropping it.
  • Softening an attack brief after a moderation block: the filter is the provider's, so try another general image model first per scenario-moderation, grid spec unchanged; rewording the beats loses what the lane exists to honor.

© scenario-labs, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 8 other files (scripts, references) in skills/scenario-sprite-animation of scenario-labs/skills.

  • SKILL.md
  • grid-templates.json
  • grid-templates.md
  • references/directional-cycles.md
  • references/lane-schemas.md
  • scripts/build_grid_templates.py
  • scripts/cycle_frames.py
  • scripts/cycle_prompts.py
  • scripts/cycle_sheets.py

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

Scenario Sprite Animation next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Scenario Sprite Animation compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Scenario Sprite Animation this skillscenario-labs/skills946—~4.4kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT
Godot 2D Essentialsjame581/GodotPrompter805—~2.3kAutomated safety check: PassMIT
Godot 3D World Buildingthedivergentai/GD-Agentic-Skills821—~3.3kAutomated safety check: PassLGPL-3.0
Godot Adapt 3D To 2Dthedivergentai/GD-Agentic-Skills821—~4.5kAutomated safety check: PassLGPL-3.0
GecsRandallLiuXin/GodotMaker550—~2.7kAutomated safety check: PassCustom licence

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Works with

Questions about Scenario Sprite Animation

What does Scenario Sprite Animation do?

A skill your agent uses when animating 2D game art with Scenario: walk, idle or attack cycles in 4 or 8 directions, isometric sprite sheets, animated GIFs, frame-by-frame pixel art animation, VFX…. Scenario Sprite Animation is an agent skill from scenario-labs/skills. Use when animating 2D game art with Scenario: walk, idle or attack cycles in 4 or 8 directions, isometric sprite sheets, animated GIFs, frame-by-frame pixel art animation, VFX loops such as fire or smoke, looping a sprite seamlessly, animating an existing character image, a full animation sheet from one prompt, extracting animation frames from a generated video, or slicing a sprite sheet into engine-ready frames for Unity, Godot, or Unreal.

When should I use Scenario Sprite Animation?

Scenario Sprite Animation fits situations like: animating 2D game art with Scenario: walk; attack cycles in 4; isometric sprite sheets; frame-by-frame pixel art animation.

How do I install Scenario Sprite Animation in Claude Code?

Run `npx skills add scenario-labs/skills --skill scenario-sprite-animation -a claude-code`. Or copy the skill folder (skills/scenario-sprite-animation in scenario-labs/skills) into .claude/skills/scenario-sprite-animation in your project. Claude Code loads it when a task matches its description.

How do I install Scenario Sprite Animation in Codex?

Run `npx skills add scenario-labs/skills --skill scenario-sprite-animation -a codex`. Or copy the skill folder (skills/scenario-sprite-animation in scenario-labs/skills) into .agents/skills/scenario-sprite-animation in your project. Codex loads it when a task matches its description.

Can I use Scenario Sprite Animation in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add scenario-labs/skills --skill scenario-sprite-animation -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scenario-sprite-animation, .gemini/skills/scenario-sprite-animation, .github/skills/scenario-sprite-animation and .opencode/skills/scenario-sprite-animation in your project.

What does Scenario Sprite Animation need to run?

Going by SKILL.md and its folder, Scenario Sprite Animation needs Python for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Python 3; Node.js.

Does Scenario Sprite Animation access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Scenario Sprite Animation safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Scenario Sprite Animation use?

Scenario Sprite Animation is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Scenario Sprite Animation use?

About 4.4k tokens (SKILL.md is roughly 18k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 6.8k tokens, read only when the agent opens those files.

What are the alternatives to Scenario Sprite Animation?

Skills that share tags, products or a category with Scenario Sprite Animation: AI Game Art Pipeline (ybuild-ai/ai-game-art-pipeline-skill, 297 stars), Godot 2D Essentials (jame581/GodotPrompter, 805 stars), Godot 3D World Building (thedivergentai/GD-Agentic-Skills, 821 stars) and Godot Adapt 3D To 2D (thedivergentai/GD-Agentic-Skills, 821 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Sprite Animation?

scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.

Source: scenario-labs/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.