feat(character-animation): add local rigged character pipeline

New beta pipeline for reusable cartoon characters with SVG rigs, pose
libraries, action timelines, and Canvas/Remotion/HyperFrames rendering.

- pipeline_defs/character-animation.yaml: 11-stage manifest
- skills/pipelines/character-animation/: 11 stage director skills
- tools/character/: BaseTool implementations for char design, rigging,
  pose libraries, action timelines, previews, and QA
- schemas/artifacts/{character_design,rig_plan,pose_library,
  action_timeline,character_qa_report}.schema.json: canonical artifacts
- schemas/artifacts/scene_plan.schema.json: extended for character-led
  scenes
- .agents/skills/{canvas-procedural-animation,character-animation-qa,
  character-rigging,pose-library-design,svg-character-animation}/:
  Layer 3 vendor knowledge
- AGENT_GUIDE / PROJECT_CONTEXT / README / ARCHITECTURE / PROVIDERS:
  surface the new pipeline and its capability family
- tools/video/hyperframes_compose.py: SVG character rig support
- tests/contracts/test_character_animation_pipeline.py: contract tests
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---
name: character-rigging
description: Build data-driven 2D character rigs for local animation: parts, pivots, layers, constraints, views, and reusable rig packages.
license: MIT
---
# 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
```json
{
"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
- SVG transform-origin behavior is browser-defined and can be sensitive to
coordinate space; prefer explicit SVG-coordinate pivots when using GSAP
`svgOrigin`: https://gsap.com/docs/v3/GSAP/CorePlugins/CSS/
- Remotion animations must be frame-driven and deterministic via current frame:
https://www.remotion.dev/docs/use-current-frame