character-bundle

Solid

Produce one illustrated character SpriteFrames resource from high-level body-action intent, optional character and style references, and a resolved animation plan.

AI & Automation 538 stars 46 forks Updated today NOASSERTION

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Quality Score: 81/100

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Frontmatter 20%
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Issue Health 10%
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Description 5%
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Skill Content

# Character Bundle Produce one player, enemy, NPC, summon, boss, creature, or skin as one `SpriteFrames` resource. Read `.godotmaker/asset-runtime/asset-skill-contract.md` and `.godotmaker/asset-runtime/animation-planning.md`. This standalone skill does not read or write `ASSETS.md`, tags, stage state, manifests, or worker dispatch state. ## Request and planning Require `asset_type: "character-bundle"`. The caller supplies a non-empty ordered `spec.actions` list. Each action needs a unique `name` and a concise `intent` describing pose beats, gameplay feel, and motion trajectory; it may state whether the action loops. The caller does not prescribe frame count, FPS, frame durations, names, or grid. Resolve those from the shared animation-planning guidance. A caller may choose a power-of-two `spec.frame_canvas_px`; otherwise default the runtime canvas to 256 px. Before provider dispatch, write `.godotmaker/asset-generation/plans/<asset_id>_animation_plan.json` and `.godotmaker/asset-generation/plans/<asset_id>_resolved_request.json`. The plan top level records `asset_id`, `frame_canvas_px`, and `identity_anchor_origin`. For every action, first resolve temporal cadence: named motion phases, transition frames, and any intentional holds. Then record `name`, `cadence` as an ordered list of `{phase, frame_names}` entries covering every resolved frame exactly once, pose beats, frame count, fps, loop, frame durations, grid, source-batch plan, `runtime_canvas_px`, and rationale. Do ...

Details

Author
RandallLiuXin
Repository
RandallLiuXin/GodotMaker
Created
5 months ago
Last Updated
today
Language
Python
License
NOASSERTION

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