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