Files
calesthio e5367f7d66 feat(character-animation): add local rigged character pipeline
New beta pipeline for reusable cartoon characters with SVG rigs, pose
libraries, action timelines, and Canvas/Remotion/HyperFrames rendering.

- pipeline_defs/character-animation.yaml: 11-stage manifest
- skills/pipelines/character-animation/: 11 stage director skills
- tools/character/: BaseTool implementations for char design, rigging,
  pose libraries, action timelines, previews, and QA
- schemas/artifacts/{character_design,rig_plan,pose_library,
  action_timeline,character_qa_report}.schema.json: canonical artifacts
- schemas/artifacts/scene_plan.schema.json: extended for character-led
  scenes
- .agents/skills/{canvas-procedural-animation,character-animation-qa,
  character-rigging,pose-library-design,svg-character-animation}/:
  Layer 3 vendor knowledge
- AGENT_GUIDE / PROJECT_CONTEXT / README / ARCHITECTURE / PROVIDERS:
  surface the new pipeline and its capability family
- tools/video/hyperframes_compose.py: SVG character rig support
- tests/contracts/test_character_animation_pipeline.py: contract tests
2026-04-28 08:11:02 -07:00

1.3 KiB


name: canvas-procedural-animation description: Use p5.js/canvas for local procedural character effects: particles, weather, squash/stretch, walk cycles, and environmental motion. license: MIT

Canvas Procedural Animation

Use this skill when p5.js or Canvas is used for character-supporting motion: rain, snow, leaves, feathers, ambient particles, squash/stretch, or procedural walk cycles.

Proven Pattern

p5.js runs setup once and redraws continuously through draw(). Keep animation state deterministic from time/frame values when rendering previews.

function setup() {
  createCanvas(1920, 1080);
}

function draw() {
  const t = millis() / 1000;
  clear();
  drawCharacter(width / 2, height / 2 + sin(t * 8) * 8);
}

Use For

  • Particle/weather overlays.
  • Environmental motion.
  • Simple procedural bodies.
  • Effects that do not need individually authored SVG parts.

Avoid For

  • Complex facial acting where SVG/layered rig parts are easier to inspect.
  • Final renders that need exact frame determinism unless the runtime exposes frame-index control.

Sources