# 6. 2D Animation Pitfalls
Part of [[2D Animation and Sprite Tools]]. Prev: [[5. Worked Example Walk and Outfit Swap]].
## `.psd` in as a flat texture
The official importer path is **`.psb`**. A `.psd` may not use the PSD Importer until you assign it, and large canvases belong in `.psb`. Convert in Photoshop; do not assume Unity will do it.
## SpriteSkin with no bones, or the wrong sprite
If you change the `SpriteRenderer` sprite to one that was never skinned, deform stops or looks broken. After a Resolver swap, both labels should be prepared in the Skinning Editor if they must deform.
## Swap used as a flipbook
A 12-frame run in a Sprite Library is the wrong tool. Use an Animation clip on `SpriteRenderer.sprite`, or a tileset animated tile for world water ([[Tilemaps and Tilesets]]).
## 3D Animation Rigging on a 2D skin
`TwoBoneIKConstraint` is not a SpriteSkin bone. Stay in the 2D Animation package's own IK / bone tools, or rotate bones from script.
## Colliders that follow the mesh
A deformed cloak should not become the foot collider. Keep gameplay collision on a stable root shape.
## Category/label typos
`SetCategoryAndLabel` returns false. Log it. Silent no-ops look like a renderer bug.
## Animating the library on the wrong object
The Resolver must be on the same GameObject as the `SpriteRenderer` it updates (official remarks). A library on a parent is fine; a resolver on the parent and a renderer on the child is not what the docs describe.
## Binary art in Git without LFS
`.psb` files are large. Follow [[Version Control]] / Git LFS.
## Sources
- PSD Importer 14.0.3 intro: https://docs.unity3d.com/Packages/
[email protected]/manual/index.html
- `SpriteResolver` 15.1.0: https://docs.unity3d.com/Packages/
[email protected]/api/UnityEngine.U2D.Animation.SpriteResolver.html