| name | character-rigging |
| description | Build data-driven 2D character rigs for local animation: parts, pivots, layers, constraints, views, and reusable rig packages. |
Character Rigging
Use this skill when building OpenMontage rig_plan artifacts or renderer input
for local 2D character animation.
Proven Patterns
- Keep runtime code generic; make each character a data package.
- Split characters into independently transformable parts.
- Define pivots in the same coordinate space as the artwork.
- Store constraints on moving parts to prevent impossible rotations.
- Keep layer order explicit; do not rely on SVG source order after generation.
- Start with one view and add views only when the shot list requires them.
Rig Package
{
"character_id": "mouse",
"rig_type": "svg_rig",
"parts": [
{ "id": "body", "kind": "torso", "layer": 10 },
{ "id": "head", "kind": "head", "layer": 30, "parent": "body" },
{ "id": "arm_right", "kind": "limb", "layer": 40, "parent": "body" }
],
"joints": {
"head": { "pivot": [320, 180], "rotation": [-20, 20] },
"arm_right": { "pivot": [390, 310], "rotation": [-70, 95] }
}
}
Quality Checklist
- Every moving part has a pivot.
- Every child part has a parent where hierarchy matters.
- Mouth shapes are separate assets or separate path groups.
- Eyes and pupils are separate when gaze needs to change.
- Props are separate if the character touches or carries them.
Sources