Split a character onto named layers — head, torso, arms, legs — so it can be animated by moving cels instead of redrawing pixels.

MITAuto-check passedGame Development

Install Rig

skills CLI
$ npx skills add with-pebbly/aseprite-ai-artist --skill rig -a claude-code

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

GitHub CLI
$ gh skill install with-pebbly/aseprite-ai-artist rig --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/with-pebbly/aseprite-ai-artist.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/rig .claude/skills/rig && 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
rig
GitHub stars
172
Token cost
~655 tokens
SKILL.md length
277 words
Files
1
Skills in repo
14
Repo updated
First seen
Licence
MIT

At a glance

Split a character onto named layers — head, torso, arms, legs — so it can be animated by moving cels instead of redrawing pixels.

  • Works in 5 steps: sprite_info to see what you have, and… → Create the rig layers (above). → For each part, in one draw call per… → …
  • Tasks that involve Sprites and pixel art
  • SKILL.md covers The standard rig, Building it fresh, Splitting an existing sprite and Overlap matters, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Rig is an agent skill from with-pebbly/aseprite-ai-artist. Split a character onto named layers — head, torso, arms, legs — so it can be animated by moving cels instead of redrawing pixels. Use before animating anything, or when limbs are baked into one layer.

Its SKILL.md is about 660 tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development, covering Sprites and pixel art. It works with Model Context Protocol. The repository describes itself as: Your coding agent paints pixel art in the Aseprite window you already have open. MCP server + skills for Claude Code, omp, Codex, Gemini CLI and Cursor — draws, looks at its…. The licence is MIT.

When your agent uses it

  • Tasks that involve Sprites and pixel art

Example prompts

  • “/rig”

Workflow steps

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

  1. sprite_info to see what you have, and look op="ascii" to find exact part
  2. Create the rig layers (above).
  3. For each part, in one draw call per target layer
  4. Clear the copied region from the original layer, or rename the original to
  5. look op="preview" with the original hidden. The sprite should look

What it can do on your machine

Read from SKILL.md and the folder at commit f51fe69. 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

    No scripts in the folder and no shell commands in SKILL.md.

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

  • Network

    No URLs in SKILL.md.

    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

Rig loads about 655 tokens when it runs. Until then it costs about 51 tokens; SKILL.md has 277 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~51
When it runs · the whole SKILL.md, loaded when a task matches
~655

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); files beside SKILL.md are not scanned.

SKILL.md

The full file from with-pebbly/aseprite-ai-artist at commit f51fe69, republished under its MIT licence (© with-pebbly). 277 words, ~655 tokens.

Download SKILL.mdSave it as .claude/skills/rig/SKILL.md (or your agent's skills folder).
name
rig
description
Split a character onto named layers — head, torso, arms, legs — so it can be animated by moving cels instead of redrawing pixels. Use before animating anything, or when limbs are baked into one layer.
title
Rig a character for animation

Rig a character for animation

Pixels baked into a single layer cannot be animated without redrawing them. Rig first; separating a finished sprite later is more work than building it split.

The standard rig

Bottom to top, so nearer parts draw over farther ones:

arm-near     ← camera-side arm
leg-near
head
torso
arm-far      ← partly hidden by the torso; this is what sells depth
leg-far
shadow       ← ground contact, if the style has one

Add weapon, cape, hair-front, hair-back as the design needs. Keep names stable — every later call refers to them by name.

Two limbs with the same name — arm-near inside two different groups, say — make later calls ambiguous: passing just the name fails, naming every match, until you pass a group/child path (e.g. torso/arm-near) instead.

Building it fresh

One batch, one undo step:

layer batch=[
  {op:"create", name:"shadow"},
  {op:"create", name:"leg-far"},
  {op:"create", name:"arm-far"},
  {op:"create", name:"torso"},
  {op:"create", name:"head"},
  {op:"create", name:"leg-near"},
  {op:"create", name:"arm-near"},
]

Then draw each part on its own layer from the start.

Splitting an existing sprite

When the art is already baked into one layer:

  1. sprite_info to see what you have, and look op="ascii" to find exact part boundaries. Guessing at coordinates here is how limbs get clipped.
  2. Create the rig layers (above).
  3. For each part, in one draw call per target layer:
    draw layer="head" ops=[{ kind:"blit", from:{x:12,y:4,width:8,height:8}, to:{x:12,y:4} }]
    blit copies from the source layer; skipTransparent keeps the copy clean.
  4. Clear the copied region from the original layer, or rename the original to flat-original and hide it. Prefer hiding — if a boundary was wrong you want the original still there.
  5. look op="preview" with the original hidden. The sprite should look unchanged. If a limb lost pixels, the boundary was wrong.

Overlap matters

A limb needs a pixel or two of overlap with the torso, or a gap appears the moment it rotates. Copy generously and let the stacking order hide the excess.

Then

aseprite:animate.

rules://06-layers-and-rigging, rules://03-silhouette-and-form, rules://31-anatomy-and-pose for where the joints really are.

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

Files

Just SKILL.md in skills/rig of with-pebbly/aseprite-ai-artist.

Open the folder on GitHubat commit f51fe69

Compare with similar skills

Rig 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.

Rig compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Rig this skillwith-pebbly/aseprite-ai-artist172—~655Automated safety check: PassMIT
Sprite Genaldegad/sprite-gen2.6k—~4.5kAutomated safety check: PassApache-2.0
Fal Assetsrehan-remade/universal-modder5.3k—~2kAutomated safety check: NotesMIT
Game Assetsglifxyz/glif-mcp-server212—~831Automated safety check: PassMIT
Scenario Game Assetsscenario-labs/skills913—~4.5kAutomated safety check: PassMIT
Game Art PipelinePersonalJarvis/PersonalJarvis141—~566Automated safety check: PassApache-2.0

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More from with-pebbly/aseprite-ai-artist

All 14 skills in this repo
  • Animate

    with-pebbly/aseprite-ai-artist

    Build an idle, walk, run or attack cycle from key poses, set timing that reads as motion rather than a metronome, tag it, and review it as a filmstrip.

    172 GitHub stars~1.4k tokensUpdated today
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  • Draw

    with-pebbly/aseprite-ai-artist

    Draw a sprite from silhouette to finished pixels, in the order that catches mistakes while they are still cheap — block in, check the silhouette, shade, outline, verify.

    172 GitHub stars~1.5k tokensUpdated today
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  • Export

    with-pebbly/aseprite-ai-artist

    Produce the files an engine actually consumes — spritesheets with atlases, GIFs, scaled PNGs — with the tags and layout the target needs.

    172 GitHub stars~628 tokensUpdated today
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  • Fix

    with-pebbly/aseprite-ai-artist

    Change a sprite that already exists — the user's own work or your earlier output — without destroying what is already right.

    172 GitHub stars~1.1k tokensUpdated today
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  • New

    with-pebbly/aseprite-ai-artist

    Create a new Aseprite document with the right canvas size, colour mode, palette and layer structure, so later work does not have to fight the setup.

    172 GitHub stars~555 tokensUpdated today
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  • Palette

    with-pebbly/aseprite-ai-artist

    Pick a palette that fits the request, build hue-shifted ramps, or clean up a sprite whose colours have sprawled.

    172 GitHub stars~795 tokensUpdated today
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Questions about Rig

What does Rig do?

Split a character onto named layers — head, torso, arms, legs — so it can be animated by moving cels instead of redrawing pixels. Rig is an agent skill from with-pebbly/aseprite-ai-artist. Split a character onto named layers — head, torso, arms, legs — so it can be animated by moving cels instead of redrawing pixels.

When should I use Rig?

Rig fits situations like: tasks that involve Sprites and pixel art.

How do I install Rig in Claude Code?

Run `npx skills add with-pebbly/aseprite-ai-artist --skill rig -a claude-code`. Or copy the skill folder (skills/rig in with-pebbly/aseprite-ai-artist) into .claude/skills/rig in your project. Claude Code loads it when a task matches its description.

How do I install Rig in Codex?

Run `npx skills add with-pebbly/aseprite-ai-artist --skill rig -a codex`. Or copy the skill folder (skills/rig in with-pebbly/aseprite-ai-artist) into .agents/skills/rig in your project. Codex loads it when a task matches its description.

Can I use Rig 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 with-pebbly/aseprite-ai-artist --skill rig -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/rig, .gemini/skills/rig, .github/skills/rig and .opencode/skills/rig in your project.

What does Rig need to run?

SKILL.md names no scripts, command-line tools or credentials: Rig is instructions for the agent only.

Does Rig access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Rig 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. Review the folder before installing.

What licence does Rig use?

Rig is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Rig use?

About 655 tokens (SKILL.md is roughly 2.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Rig?

Skills that share tags, products or a category with Rig: Sprite Gen (aldegad/sprite-gen, 2.6k stars), Fal Assets (rehan-remade/universal-modder, 5.3k stars), Game Assets (glifxyz/glif-mcp-server, 212 stars) and Scenario Game Assets (scenario-labs/skills, 913 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Rig?

with-pebbly (a GitHub organization) maintains it in with-pebbly/aseprite-ai-artist, which has 172 GitHub stars. The repository holds 14 skills in this directory. The repository was last updated on October 8, 2026.

Source: with-pebbly/aseprite-ai-artist on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.