chore: share game-studio hermes plugin
This commit is contained in:
57
.hermes/plugins/game-studio/references/sprite-pipeline.md
Normal file
57
.hermes/plugins/game-studio/references/sprite-pipeline.md
Normal file
@@ -0,0 +1,57 @@
|
||||
# Sprite Pipeline
|
||||
|
||||
This is the default 2D animation workflow for the plugin.
|
||||
|
||||
## Principles
|
||||
|
||||
- Start from one approved in-game frame.
|
||||
- Generate the animation as one strip, not isolated frames.
|
||||
- Normalize the whole strip with one shared scale.
|
||||
- Use one shared anchor, typically bottom-center.
|
||||
- Preview before approving the asset.
|
||||
|
||||
## Why this works
|
||||
|
||||
- The approved seed frame preserves identity.
|
||||
- Strip-first generation reduces frame-to-frame drift.
|
||||
- Shared-scale normalization prevents one tall pose from making the character feel smaller.
|
||||
- Locking frame 01 back to the shipped sprite preserves continuity for idle-to-action transitions.
|
||||
|
||||
## Prompt template
|
||||
|
||||
```text
|
||||
Intended use: candidate production spritesheet for a 2D browser game animation review.
|
||||
Edit the provided transparent reference canvas into a single horizontal <N>-frame spritesheet.
|
||||
|
||||
The existing sprite in the leftmost slot is the anchor frame and must remain the same character:
|
||||
- same facing direction
|
||||
- same silhouette family
|
||||
- same palette family
|
||||
- same proportions
|
||||
- same readable face or key features
|
||||
- same outfit details
|
||||
|
||||
Composition:
|
||||
- transparent canvas
|
||||
- exactly one row of <N> equal frame slots
|
||||
- no extra characters
|
||||
- no labels
|
||||
- no scenery
|
||||
- no poster layout
|
||||
|
||||
Action:
|
||||
- describe the specific animation beat from frame 1 through frame N
|
||||
|
||||
Style:
|
||||
- authentic pixel-art production asset
|
||||
- crisp pixel clusters
|
||||
- restrained palette
|
||||
- not concept art
|
||||
```
|
||||
|
||||
## Normalization notes
|
||||
|
||||
- Use the union of detected sprite bounds per slot.
|
||||
- Compute one scale from the largest detected frame and anchor.
|
||||
- Bottom-align frames into the target canvas.
|
||||
- Reuse the exact shipped frame for frame 01 when `--lock-frame1` is appropriate.
|
||||
Reference in New Issue
Block a user