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jaisurya-dev-art/rigby2d

Open-source 2D skeletal animation for games, films and interactive experiences. Rig PSD/PNG art, animate, export JSON/.skel + atlas. Runtimes for JavaScript, Rust and Godot 4. Built-in MCP server for

⭐ 5 stars
⑂ 0 forks
JavaScript
momentum ▲ 25.0
created 2026-10-13
on radar since 2026-10-16
2d-animationaianimationanimation-editorfilmgame-developmentgame-runtimegamedevgdextensiongodotgodot-engineinteractivejavascriptmcpmodel-context-protocolpsdriggingrustskeletal-animationtauri
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About rigby2d

Open-source 2D skeletal animation for games, films and interactive experiences. Rig your art with bones and meshes, animate it, and play it anywhere with the included runtime. Built-in MCP server: AI assistants can inspect, validate and animate your projects.

Rigby2D ships a Model Context Protocol server, so assistants such as Claude can work directly on your animation projects, not just talk about them:

- Understand a rig: list bones, slots, skins, constraints and animations with their keys. - Check it: evaluate any pose with the real runtime, find missing images and export problems. - Animate it: add bones and animations, set eased keys, image swaps and events. - Ship it: convert between skeleton JSON 3.8 / 4.2 / 4.3 and binary .skel.

Ask things like "Which images are missing from hero.skel?" or "Add a 1-second wave animation to rigbytron.rigby that raises the right arm and fires a 'hi' event at the end." Edits save in the file's own format and stay inside the folders you allow. Setup is one line, no packages to install (details):

- AI assistant support (MCP): a built-in Model Context Protocol server lets assistants such as Claude inspect, validate, sample, edit and convert projects. See Built for AI assistants. - Art import: PSD files (every pixel layer becomes a part, layout preserved) or individual PNGs. - Rigging: draw bone chains directly in the viewport, reparent, attach images to bones, reorder draw order, turn images into meshes (add, move and delete vertices), bind meshes to bones and paint weights, create linked meshes, set up image sequences, and edit bound

From the project README.

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