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May 6, 2026·TutorialHow to export a 2D character animation as a GIF
GIFs aren't dead — they're just smaller now. Here's how to ship a character animation as a GIF that loops cleanly and stays under 1MB.
May 6, 2026·TutorialHow to animate a character in the browser
Desktop animation tools have great features and terrible install friction. Browser tools are catching up, fast — and for 2D, they're already there.
May 6, 2026·TutorialHow to use Mixamo animations on 2D sprites
Mixamo's library is the biggest free mocap source on the web — and yes, it works for 2D. Here's the path from FBX download to a walking sprite.
May 6, 2026·TutorialHow to attach PNG layers to a skeleton rig
Each PNG layer needs to know which bone it follows. Get the parenting right and the rig animates itself; get it wrong and arms detach mid-walk.
May 6, 2026·TutorialHow to animate a 2D character without rigging software
You don't need Spine or DragonBones to ship a rigged character. Drop a few PNG layers into the canvas, snap them to a skeleton, and let mocap do the work.
May 6, 2026·TutorialHow to rig a 2D character in 5 minutes
The whole "rigging is hard" thing is an artefact of desktop tools. With layered PNGs and a fixed skeleton, the rig step is a drop-and-snap.
May 6, 2026·TutorialHow to import BVH mocap into a 2D pipeline
BVH is the oldest, simplest mocap format — and the most universally supported. Here's how it ends up driving 2D PNG layers.
May 6, 2026·TutorialHow to make a walk cycle for a 2D game
You can hand-draw a walk cycle (8-12 frames, lots of squinting) or you can use mocap and ship in an afternoon. Both work — here's when to pick which.
May 6, 2026·TutorialHow to make a walk cycle without drawing every frame
Frame-by-frame walks are 12 drawings minimum. Skeletal walks are 0 drawings if you have a rig and a Mixamo clip. The trade-offs are smaller than they look.