103 lines
3.3 KiB
Markdown
103 lines
3.3 KiB
Markdown
---
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name: sprite-pipeline
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description: Generate and normalize 2D sprite animations. Use when the user asks for full-strip generation from approved source frames, consistent anchor and scale normalization, or preview assets for browser-game animation.
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---
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# Sprite Pipeline
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## Overview
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Use this skill for 2D sprite generation and normalization. This workflow is intentionally anchored around one approved frame and a whole-strip generation pass because frame-by-frame generation drifts too easily.
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This skill is 2D-specific. If the request is for 3D characters, meshes, or materials, route back through `../game-studio/SKILL.md`.
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## Core Workflow
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1. Start from an approved in-game seed frame.
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- The seed frame should already reflect the right silhouette, palette, costume, and proportions.
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2. Build a larger transparent reference canvas around that frame.
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- Use `../../scripts/build_sprite_edit_canvas.py`.
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3. Ask for the full animation strip in one edit request.
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- Do not generate each frame independently unless the user explicitly accepts lower consistency.
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4. Normalize the result into fixed-size game frames.
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- Use `../../scripts/normalize_sprite_strip.py`.
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- Use one shared scale across the whole strip.
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- Align frames with one shared anchor, typically bottom-center.
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5. Optionally lock frame 01 back to the shipped seed frame.
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- Do this when the animation should begin from the exact idle or base pose already in game.
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6. Render a preview sheet and inspect the animation in-engine before approving it.
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- Use `../../scripts/render_sprite_preview_sheet.py`.
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## Prompting Rules
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Always preserve these invariants in the prompt:
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- same character
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- same facing direction
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- same palette family
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- same silhouette family
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- same readable face or key features
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- same outfit proportions
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- transparent background
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- exact frame count and slot layout
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Always ask for:
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- one strip at once
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- a transparent canvas
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- no scenery, labels, or poster composition
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- crisp pixel-art clusters for pixel work
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- production asset tone, not concept art
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## Using Image Generation
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For live asset generation or edits, use the installed `imagegen` skill in this workspace. This skill defines the game-specific process; `imagegen` handles the API-backed generation or edit execution.
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## Script Recipes
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Create a reference canvas:
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```bash
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python3 scripts/build_sprite_edit_canvas.py \
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--seed output/sprites/idle-01.png \
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--out output/sprites/hurt-edit-canvas.png \
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--frames 4 \
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--slot-size 256 \
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--canvas-size 1024
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```
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Normalize a raw strip:
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```bash
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python3 scripts/normalize_sprite_strip.py \
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--input output/sprites/hurt-raw.png \
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--out-dir output/sprites/hurt \
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--frames 4 \
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--frame-size 64 \
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--anchor output/sprites/idle-01.png \
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--lock-frame1
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```
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Render a preview sheet:
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```bash
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python3 scripts/render_sprite_preview_sheet.py \
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--frames-dir output/sprites/hurt \
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--out output/sprites/hurt-preview.png \
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--columns 4
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```
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## Quality Gates
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- proportions stay stable across frames
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- frame-to-frame size does not drift
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- action reads clearly at game scale
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- transparency is preserved
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- frame 01 matches the shipped sprite when lockback is enabled
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- preview looks correct before any in-engine asset index update
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## References
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- Detailed workflow: `../../references/sprite-pipeline.md`
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- Shared frontend context: `../game-ui-frontend/SKILL.md`
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