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2026-04-18 19:40:33 +08:00
parent 54b3d3c490
commit 8c3fbd9bcf
15 changed files with 904 additions and 65 deletions

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@@ -12,6 +12,8 @@ export type QwenSpriteActionTemplate = {
defaultFps: number;
bodyTravel: string;
weaponRule: string;
stagingDirection?: string;
defaultDetailText?: string;
sequenceLines: [string, string, string, string];
ending: string;
};
@@ -48,6 +50,14 @@ const THEME_APPLICATION_BOUNDARY_TEXT =
const CHIBI_CHARACTER_TEXT =
'即使角色带有怪物或海洋主题,也优先做成 Q版可爱的人形动作角色方便读图和后续动画化。';
const SETTING_AND_ROLE_ALIGNMENT_TEXT =
'先从角色设定中提炼世界设定、时代氛围、阵营身份、职业职责、战斗习惯、装备结构、材质配色和情绪气质,再把这些信息落实到发型、服装层次、护具、武器、饰品、轮廓和动作节奏里,不要混入与设定无关的现代服饰、写实摄影镜头、枪械体系或其他世界观元素。';
const CHARACTER_DETAIL_COVERAGE_TEXT =
'角色描述需要尽量落到可视化细节:发型与脸部识别点、年龄层与气质、服装层次、护具与配饰、武器/法器类型、主色与材质、职业姿态与世界观痕迹,避免只有抽象身份词。';
export const DEFAULT_CHARACTER_BRIEF =
'魔潮复苏边境城邦中的少女遗迹冒险者Q版大头身约 2 到 3 头身,金棕色微卷短发,琥珀色眼睛,额前碎发与侧边发束清晰,表情明亮但带警觉;穿分层轻甲、短披风和旅行短裙,皮革护腕、金属护膝、系带短靴完整可见;腰间挂药剂包、地图筒与小型护符,右手持单手短剑,主色为蜂蜜金、墨绿和旧银,轮廓利落,像长期在遗迹与荒野间行动的年轻探索者。';
export const PLAYABLE_CHARACTER_STYLE_REFERENCE_SOURCES = [
'/character/Sword Princess/Original/Hero/idle/Idle01.png',
'/character/Archer Hero/Original/Hero/idle/idle01.png',
@@ -134,11 +144,50 @@ export const QWEN_SPRITE_ACTION_TEMPLATES: QwenSpriteActionTemplate[] = [
},
];
const ACTION_TEMPLATE_DETAILS: Record<
QwenSpriteActionTemplateId,
{ stagingDirection: string; defaultDetailText: string }
> = {
idle: {
stagingDirection:
'演出重点是轻呼吸、微幅重心起伏、戒备感和可循环衔接。',
defaultDetailText:
'保持与角色设定一致的戒备气质和职业站姿,重心稳在脚下,呼吸起伏轻微,披风、衣摆、发梢和小型饰品只有细小摆动,武器安静跟随身体微动,像角色在所属世界里随时准备探索、交涉或开战的待机瞬间。',
},
run: {
stagingDirection:
'演出重点是持续推进、步点清楚、上身稳定和装备惯性。',
defaultDetailText:
'跑动时要体现角色职业和世界设定中的装备重量感,身体略微前压,步幅清晰,手臂与武器顺势摆动,披风、衣摆和挂件跟着惯性后甩,像角色正穿过战场、街巷或遗迹通道迅速移动,节奏连续稳定。',
},
attack_slash: {
stagingDirection:
'演出重点是收身蓄力、爆发斩击、武器轨迹和收招稳定。',
defaultDetailText:
'攻击前先有短暂收身蓄力,再顺着主手武器做干净利落的前踏斩击,爆发点明确,武器轨迹贴合角色职业习惯与世界观武器设定,衣摆和挂件随发力甩动,收招后还能稳住重心,像久经战斗训练的真实角色动作。',
},
hurt: {
stagingDirection:
'演出重点是冲击反馈、短暂失衡、惯性摆动和重新稳住。',
defaultDetailText:
'受击瞬间要有明确冲击反馈,肩背后仰或身体侧偏,表情短促吃痛但不夸张,武器和手臂因惯性发生合理摆动,服装层次和挂件跟着抖动一下,随后努力稳住姿态,像这个角色在其世界观里真实挨到一击后的反应。',
},
die: {
stagingDirection:
'演出重点是失衡下坠、动作逐渐停尽和终止姿态清晰。',
defaultDetailText:
'死亡动作要先表现失衡与力量被抽离,再完成明显倒下或瘫落,武器和四肢随惯性下坠,披风、衣摆和饰品有最后一次明显摆动,最终停在清晰的终止姿态,符合角色身份、装备重量和世界氛围,不要轻飘或喜剧化。',
},
};
export function getActionTemplateById(id: QwenSpriteActionTemplateId) {
return (
QWEN_SPRITE_ACTION_TEMPLATES.find((template) => template.id === id) ??
QWEN_SPRITE_ACTION_TEMPLATES[0]
);
const template =
QWEN_SPRITE_ACTION_TEMPLATES.find((candidate) => candidate.id === id) ??
QWEN_SPRITE_ACTION_TEMPLATES[0];
return {
...template,
...ACTION_TEMPLATE_DETAILS[template.id],
};
}
export function readFileAsDataUrl(file: File) {
@@ -423,11 +472,13 @@ export async function buildPlayableCharacterStyleReferenceBoard(
export function buildMasterPrompt(characterBrief: string) {
return [
'单人2D 横版游戏角色标准设定图,主体完整可见,底部轮廓完整,身体比例稳定,轮廓清楚,适合后续制作 sprite sheet 动画。',
`视角要求:${SIDE_FACING_RIGHT_TEXT}`,
`主体要求:${SUBJECT_ONLY_TEXT}`,
`画面要求1:1 正方形画布,画面中心构图,角色主体完整置于画面中央,不要裁切主体顶部和底部,不要镜头透视,不要特写。${CLEAN_BACKGROUND_TEXT}`,
`风格要求:${CHIBI_STYLE_TEXT} ${CHIBI_CHARACTER_TEXT} ${PIXEL_STYLE_TEXT} ${STYLE_REFERENCE_SCOPE_TEXT} 高可读性游戏角色设定图,偏像素动画前置设计稿,形体清晰,服装层次明确,道具/权杖/武器如有则存在关系合理,便于后续连续动作生成。`,
'???2D ???????????????????????????????????????????? sprite sheet ???',
`?????${SIDE_FACING_RIGHT_TEXT}`,
`?????${SUBJECT_ONLY_TEXT}`,
`?????1:1 ??????????????????????????????????????????????????${CLEAN_BACKGROUND_TEXT}`,
`?????${CHIBI_STYLE_TEXT} ${CHIBI_CHARACTER_TEXT} ${PIXEL_STYLE_TEXT} ${STYLE_REFERENCE_SCOPE_TEXT} ?????????????????????????????????????/??/???????????????????????`,
SETTING_AND_ROLE_ALIGNMENT_TEXT,
CHARACTER_DETAIL_COVERAGE_TEXT,
CONCEPT_INTERPRETATION_TEXT,
HUMANLIKE_PRIORITY_TEXT,
CONCEPT_HIERARCHY_TEXT,
@@ -444,20 +495,22 @@ export function buildSheetPrompt(options: {
extraDirection: string;
}) {
return [
`使用图1作为风格参考。生成一张 4x4 sprite sheet,共 16 帧,展示同一个角色的连续动作。角色保持右向斜侧身动作视角,主体完整出现在每一个格子里,底部轮廓稳定,角色在每一格中的尺度基本一致,镜头固定不变,不要切换景别,不要切换视角,不要左右翻转,也不要退化成完全 90 度纯右视图。${CHIBI_STYLE_TEXT} ${CHIBI_CHARACTER_TEXT} ${PIXEL_STYLE_TEXT} ${STYLE_REFERENCE_SCOPE_TEXT}`,
`???1??????????? 4x4 ? sprite sheet?? 16 ????????????????????????????????????????????????????????????????????????????????????????????????????? 90 ??????${CHIBI_STYLE_TEXT} ${CHIBI_CHARACTER_TEXT} ${PIXEL_STYLE_TEXT} ${STYLE_REFERENCE_SCOPE_TEXT}`,
SETTING_AND_ROLE_ALIGNMENT_TEXT,
CONCEPT_INTERPRETATION_TEXT,
HUMANLIKE_PRIORITY_TEXT,
CONCEPT_HIERARCHY_TEXT,
THEME_APPLICATION_BOUNDARY_TEXT,
`动作名:${options.actionTemplate.label}`,
`是否循环:${options.actionTemplate.loop ? '是' : '否'}`,
`身体位移:${options.actionTemplate.bodyTravel}`,
`武器规则:${options.actionTemplate.weaponRule}`,
`????${options.actionTemplate.label}`,
`???????${options.actionTemplate.stagingDirection ?? ACTION_TEMPLATE_DETAILS[options.actionTemplate.id].stagingDirection}`,
`?????${options.actionTemplate.loop ? '?' : '?'}`,
`?????${options.actionTemplate.bodyTravel}`,
`?????${options.actionTemplate.weaponRule}`,
...options.actionTemplate.sequenceLines,
`结尾要求:${options.actionTemplate.ending}`,
'输出要求:每一格都要清晰分开,网格顺序从左到右、从上到下,动作连续,首尾关系明确,轮廓稳定,发型稳定,服装结构稳定,武器始终在正确的手中,背景为纯浅色,适合后续切成 sprite frames',
`?????${options.actionTemplate.ending}`,
'?????????????????????????????????????????????????????????????????????????????????? sprite frames?',
options.characterBrief.trim(),
options.extraDirection.trim(),
`???????${options.extraDirection.trim() || options.actionTemplate.defaultDetailText || ACTION_TEMPLATE_DETAILS[options.actionTemplate.id].defaultDetailText}`,
]
.filter(Boolean)
.join('\n');
@@ -465,13 +518,13 @@ export function buildSheetPrompt(options: {
export function buildRepairPrompt(options: {
issueText: string;
useNeighborLabel: '上一帧' | '下一帧';
useNeighborLabel: '???' | '???';
}) {
return [
`使用图1作为风格参考参考图2的动作连续性修复图3这一个单帧。图2代表${options.useNeighborLabel}`,
`要求输出一张单独的动作帧图片不要网格不要背景细节。角色保持右向斜侧身动作视角主体完整底部结构稳定保持与图2连续并且与图1是同一个角色不要退化成完全 90 度纯右视图。${CHIBI_STYLE_TEXT} ${CHIBI_CHARACTER_TEXT} ${PIXEL_STYLE_TEXT} ${STYLE_REFERENCE_SCOPE_TEXT} ${CONCEPT_INTERPRETATION_TEXT} ${HUMANLIKE_PRIORITY_TEXT} ${CONCEPT_HIERARCHY_TEXT} ${THEME_APPLICATION_BOUNDARY_TEXT} 修复图3中的错误使这一帧适合插回原来的 sprite sheet 中。`,
'保持不变:发型、服装结构、主配色、武器类型、朝向。',
`重点修复:${options.issueText.trim() || '修复手脚畸形、武器错误或朝向不一致问题。'}`,
`???1??????????2??????????3???????2??${options.useNeighborLabel}?`,
`?????????????????????????????????????????????????????????2???????1?????????????? 90 ??????${CHIBI_STYLE_TEXT} ${CHIBI_CHARACTER_TEXT} ${PIXEL_STYLE_TEXT} ${STYLE_REFERENCE_SCOPE_TEXT} ${SETTING_AND_ROLE_ALIGNMENT_TEXT} ${CONCEPT_INTERPRETATION_TEXT} ${HUMANLIKE_PRIORITY_TEXT} ${CONCEPT_HIERARCHY_TEXT} ${THEME_APPLICATION_BOUNDARY_TEXT} ???3???????????????? sprite sheet ??`,
'?????????????????????????',
`?????${options.issueText.trim() || '????????????????????'}`,
].join('\n');
}
@@ -482,19 +535,21 @@ export function buildVideoActionPrompt(options: {
characterBrief: string;
}) {
return [
`单人全身角色动作视频,动作主题是 ${options.actionTemplate.label}`,
`角色固定为图1同一角色保持右向斜侧身动作视角镜头稳定轮廓清晰不要退化成完全 90 度纯右视图。${CHIBI_STYLE_TEXT} ${CHIBI_CHARACTER_TEXT} ${PIXEL_STYLE_TEXT} ${STYLE_REFERENCE_SCOPE_TEXT}`,
`???????????????? ${options.actionTemplate.label}?`,
`??????1??????????????????????????????????? 90 ??????${CHIBI_STYLE_TEXT} ${CHIBI_CHARACTER_TEXT} ${PIXEL_STYLE_TEXT} ${STYLE_REFERENCE_SCOPE_TEXT}`,
SETTING_AND_ROLE_ALIGNMENT_TEXT,
CONCEPT_INTERPRETATION_TEXT,
HUMANLIKE_PRIORITY_TEXT,
CONCEPT_HIERARCHY_TEXT,
THEME_APPLICATION_BOUNDARY_TEXT,
`动作结构:${options.actionTemplate.sequenceLines.join('')}。结尾要求:${options.actionTemplate.ending}`,
`???????${options.actionTemplate.stagingDirection ?? ACTION_TEMPLATE_DETAILS[options.actionTemplate.id].stagingDirection}`,
`?????${options.actionTemplate.sequenceLines.join('?')}??????${options.actionTemplate.ending}?`,
options.useChromaKey
? '背景为纯绿色绿幕,无其他人物和场景元素,方便后期抽帧与抠像。'
: '背景简洁纯净,无复杂场景。',
`动作补充细节:${options.actionDetailText.trim() || '保持动作清晰、节奏明确、适合后续抽帧为 sprite sheet。'}`,
`角色设定:${options.characterBrief.trim()}`,
'目标是后续抽帧为横版动作游戏精灵表,因此不要镜头切换,不要景别变化,不要角色漂移。',
? '??????????????????????????????'
: '?????????????',
`???????${options.actionDetailText.trim() || options.actionTemplate.defaultDetailText || ACTION_TEMPLATE_DETAILS[options.actionTemplate.id].defaultDetailText}`,
`?????${options.characterBrief.trim()}`,
'?????????????????????????????????????????',
].join(' ');
}