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Rule

rules://06-layers-and-rigging

Layers and rigging

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Split before you animate, not after

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Pixels baked into one layer cannot be animated without redrawing them. Separating a finished sprite into limbs later is more work than building it separated. If the sprite will ever move, rig it first.

The standard character rig

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Bottom to top in the layer stack, so nearer parts draw over farther ones:

  arm-near          ← the arm on the camera side
  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-back and hair-front as the design needs. Keep the names stable — every later tool call refers to them by name.

Build the whole rig in one layer call with a batch array; that is one undo step for the user and one round trip for you.

Groups

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Group related layers (arms, legs) once the count passes about eight. Groups hold no pixels themselves — target their children when drawing.

Cels

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A cel is one layer's image on one frame. Cels are only as big as their content, which is why moving a limb between frames is cel op move (cheap, lossless) rather than redrawing it.

Linked cels share one image across several frames: edit once, every linked frame updates. Use them for parts that genuinely do not move in a cycle — a static torso under moving arms. Do not link something you will later want to differ; unlinking after the fact loses the shared history.

Non-destructive habits

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  • Keep a reference layer locked and semi-transparent while tracing; delete it before export.
  • Keep sketch/blockout on its own layer until the clean pass is done.
  • Never merge layers to "simplify" unless the user asked. The layer split is the sprite's editability.
  • Hide layers rather than deleting them when trying an alternative.