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---
name: openmontage-character-animation-rig-plan-director
version: "1.0.0"
description: 将角色设计转换为可动画化的骨骼绑定方案与姿态库,适用于二维角色动画流水线的前期准备阶段,输出 rig_plan 与 pose_library 两个产物,为后续时间线编译与姿态插值提供结构化数据。
metadata:
license: AGPL-3.0
---
# Rig Plan Director - Character Animation Pipeline
## Goal
Produce `rig_plan` and `pose_library` from `character_design`.
## Process
1. Convert each character into rig parts:
- body,
- head,
- eyes/pupils,
- brows,
- mouth shapes,
- limbs/wings,
- tail/accessories,
- props.
2. Define pivots for every moving part.
3. Define layer order.
4. Define constraints so limbs do not rotate into impossible positions.
5. Define named poses for the approved scenes.
6. Define action cycles only when reused at least twice or central to the story.
## Runtime Pattern
Character differences are data. The renderer should not need one-off code for a
mouse versus a bird. A bird may have `wing_left`; a mouse may have `tail`, but
both feed the same pose interpolation and timeline compiler.
## Quality Checks
- Every moving part has a pivot.
- Every required action has poses or a procedural strategy.
- Every pose names the changed parts.
- Risky actions are called out, not hidden.
## Tool Use
Use `svg_rig_builder` to draft rig data and `pose_library_builder` to draft the
initial pose library. The agent may revise their output before checkpointing.