Files

31 lines
12 KiB
JSON

{
"version": "v2",
"tested": true,
"notes": "Tested on the original sombrero character and six Kenney Toon references. Cowboy attempt 4 had the highest SIFT mean score, but automatic selection is not visual acceptance.",
"variants": [
{
"id": "attempt-1",
"prompt": "Create a production-ready 2D cutout sheet for a skeletal animation rig from the supplied reference image. Use the reference as the only ground truth. Preserve the exact single pose, camera view, silhouette, proportions, scale, handedness, limb bends, body lean, overlap order and every visible asymmetry. Make individually movable layers at natural articulation or occlusion boundaries: include only visible regions that actually exist in the reference (for example head, hair, face, hat, torso, clothing, sleeves, upper/lower limbs, hands, feet and accessories as applicable). Keep each layer in its original orientation and registration relative to the reference canvas. Preserve partial occlusions and do not expose hidden pixels. A hidden or cropped region must stay hidden; never invent a counterpart. Render one copy of every layer only. Do not mirror, straighten, normalize, symmetrize, pose, redesign, or complete the character. Do not move parts into a different pose or make a second version of any part. Use clean flat 2D artwork with the original style, linework, texture, shading and colors. Do not rearrange layers into symmetric rows or a catalog. Keep their relative canvas placement; use only a small local gap where touching pixels would prevent separation, and keep every layer fully inside the plain white canvas.\n\nAvoid: 3D render, photorealism, redesign, new outfit, new character, alternate pose, T-pose, mirrored pose, bilateral symmetry, straight limbs, duplicated limb, duplicated hand, duplicated foot, invented hidden part, completed backside, merged layers, cut-off layers, floating fragments, detached pixels, scenery, cast shadow, glow, effects, labels, arrows, text, watermark\n"
},
{
"id": "attempt-2",
"prompt": "Create a production-ready 2D cutout sheet for a skeletal animation rig from the supplied reference image. Use the reference as the only ground truth. Preserve the exact single pose, camera view, silhouette, proportions, scale, handedness, limb bends, body lean, overlap order and every visible asymmetry. Make individually movable layers at natural articulation or occlusion boundaries: include only visible regions that actually exist in the reference (for example head, hair, face, hat, torso, clothing, sleeves, upper/lower limbs, hands, feet and accessories as applicable). Keep each layer in its original orientation and registration relative to the reference canvas. Preserve partial occlusions and do not expose hidden pixels. A hidden or cropped region must stay hidden; never invent a counterpart. Render one copy of every layer only. Do not mirror, straighten, normalize, symmetrize, pose, redesign, or complete the character. Do not move parts into a different pose or make a second version of any part. Use clean flat 2D artwork with the original style, linework, texture, shading and colors. Do not rearrange layers into symmetric rows or a catalog. Keep their relative canvas placement; use only a small local gap where touching pixels would prevent separation, and keep every layer fully inside the plain white canvas. Registration pass: preserve the original canvas coordinates as closely as possible, including the exact screen-left/screen-right relationship. Separate overlapping layers without changing their visible placement.\n\nAvoid: 3D render, photorealism, redesign, new outfit, new character, alternate pose, T-pose, mirrored pose, bilateral symmetry, straight limbs, duplicated limb, duplicated hand, duplicated foot, invented hidden part, completed backside, merged layers, cut-off layers, floating fragments, detached pixels, scenery, cast shadow, glow, effects, labels, arrows, text, watermark\n"
},
{
"id": "attempt-3",
"prompt": "Create a production-ready 2D cutout sheet for a skeletal animation rig from the supplied reference image. Use the reference as the only ground truth. Preserve the exact single pose, camera view, silhouette, proportions, scale, handedness, limb bends, body lean, overlap order and every visible asymmetry. Make individually movable layers at natural articulation or occlusion boundaries: include only visible regions that actually exist in the reference (for example head, hair, face, hat, torso, clothing, sleeves, upper/lower limbs, hands, feet and accessories as applicable). Keep each layer in its original orientation and registration relative to the reference canvas. Preserve partial occlusions and do not expose hidden pixels. A hidden or cropped region must stay hidden; never invent a counterpart. Render one copy of every layer only. Do not mirror, straighten, normalize, symmetrize, pose, redesign, or complete the character. Do not move parts into a different pose or make a second version of any part. Use clean flat 2D artwork with the original style, linework, texture, shading and colors. Do not rearrange layers into symmetric rows or a catalog. Keep their relative canvas placement; use only a small local gap where touching pixels would prevent separation, and keep every layer fully inside the plain white canvas. Articulation pass: make cuts only at real joints, clothing seams or occlusion boundaries. Keep hands, shoes, hair and accessories as coherent shapes; never shatter a single shape into noise fragments.\n\nAvoid: 3D render, photorealism, redesign, new outfit, new character, alternate pose, T-pose, mirrored pose, bilateral symmetry, straight limbs, duplicated limb, duplicated hand, duplicated foot, invented hidden part, completed backside, merged layers, cut-off layers, floating fragments, detached pixels, scenery, cast shadow, glow, effects, labels, arrows, text, watermark\n"
},
{
"id": "attempt-4",
"prompt": "Create a production-ready 2D cutout sheet for a skeletal animation rig from the supplied reference image. Use the reference as the only ground truth. Preserve the exact single pose, camera view, silhouette, proportions, scale, handedness, limb bends, body lean, overlap order and every visible asymmetry. Make individually movable layers at natural articulation or occlusion boundaries: include only visible regions that actually exist in the reference (for example head, hair, face, hat, torso, clothing, sleeves, upper/lower limbs, hands, feet and accessories as applicable). Keep each layer in its original orientation and registration relative to the reference canvas. Preserve partial occlusions and do not expose hidden pixels. A hidden or cropped region must stay hidden; never invent a counterpart. Render one copy of every layer only. Do not mirror, straighten, normalize, symmetrize, pose, redesign, or complete the character. Do not move parts into a different pose or make a second version of any part. Use clean flat 2D artwork with the original style, linework, texture, shading and colors. Do not rearrange layers into symmetric rows or a catalog. Keep their relative canvas placement; use only a small local gap where touching pixels would prevent separation, and keep every layer fully inside the plain white canvas. Occlusion audit: draw only the visible portion of each layer, retain front-to-back depth order, and keep a rear or partially hidden region behind the occluding region. Do not duplicate anything to make the sheet look balanced.\n\nAvoid: 3D render, photorealism, redesign, new outfit, new character, alternate pose, T-pose, mirrored pose, bilateral symmetry, straight limbs, duplicated limb, duplicated hand, duplicated foot, invented hidden part, completed backside, merged layers, cut-off layers, floating fragments, detached pixels, scenery, cast shadow, glow, effects, labels, arrows, text, watermark\n"
},
{
"id": "attempt-5",
"prompt": "Create a production-ready 2D cutout sheet for a skeletal animation rig from the supplied reference image. Use the reference as the only ground truth. Preserve the exact single pose, camera view, silhouette, proportions, scale, handedness, limb bends, body lean, overlap order and every visible asymmetry. Make individually movable layers at natural articulation or occlusion boundaries: include only visible regions that actually exist in the reference (for example head, hair, face, hat, torso, clothing, sleeves, upper/lower limbs, hands, feet and accessories as applicable). Keep each layer in its original orientation and registration relative to the reference canvas. Preserve partial occlusions and do not expose hidden pixels. A hidden or cropped region must stay hidden; never invent a counterpart. Render one copy of every layer only. Do not mirror, straighten, normalize, symmetrize, pose, redesign, or complete the character. Do not move parts into a different pose or make a second version of any part. Use clean flat 2D artwork with the original style, linework, texture, shading and colors. Do not rearrange layers into symmetric rows or a catalog. Keep their relative canvas placement; use only a small local gap where touching pixels would prevent separation, and keep every layer fully inside the plain white canvas. Conservative pass: prefer fewer complete, useful layers over many tiny fragments. Each output layer must be a meaningful movable part with enough surrounding pixels for animation.\n\nAvoid: 3D render, photorealism, redesign, new outfit, new character, alternate pose, T-pose, mirrored pose, bilateral symmetry, straight limbs, duplicated limb, duplicated hand, duplicated foot, invented hidden part, completed backside, merged layers, cut-off layers, floating fragments, detached pixels, scenery, cast shadow, glow, effects, labels, arrows, text, watermark\n"
},
{
"id": "attempt-6",
"prompt": "Create a production-ready 2D cutout sheet for a skeletal animation rig from the supplied reference image. Use the reference as the only ground truth. Preserve the exact single pose, camera view, silhouette, proportions, scale, handedness, limb bends, body lean, overlap order and every visible asymmetry. Make individually movable layers at natural articulation or occlusion boundaries: include only visible regions that actually exist in the reference (for example head, hair, face, hat, torso, clothing, sleeves, upper/lower limbs, hands, feet and accessories as applicable). Keep each layer in its original orientation and registration relative to the reference canvas. Preserve partial occlusions and do not expose hidden pixels. A hidden or cropped region must stay hidden; never invent a counterpart. Render one copy of every layer only. Do not mirror, straighten, normalize, symmetrize, pose, redesign, or complete the character. Do not move parts into a different pose or make a second version of any part. Use clean flat 2D artwork with the original style, linework, texture, shading and colors. Do not rearrange layers into symmetric rows or a catalog. Keep their relative canvas placement; use only a small local gap where touching pixels would prevent separation, and keep every layer fully inside the plain white canvas. Pixel-fidelity pass: preserve the reference's exact edge contours, facial features, costume details, colors and non-symmetric construction. Do not redraw or reinterpret the artwork.\n\nAvoid: 3D render, photorealism, redesign, new outfit, new character, alternate pose, T-pose, mirrored pose, bilateral symmetry, straight limbs, duplicated limb, duplicated hand, duplicated foot, invented hidden part, completed backside, merged layers, cut-off layers, floating fragments, detached pixels, scenery, cast shadow, glow, effects, labels, arrows, text, watermark\n"
}
]
}