character-bundle
SolidProduce one standalone character or skin SpriteFrames resource from a canonical reference and explicitly timed action frames.
AI & Automation 495 stars
43 forks Updated today NOASSERTION
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Skill Content
# Character Bundle
Use this skill for a player character, enemy, NPC, summon, boss, or other
recurring creature identity. It produces one `SpriteFrames` resource for one
actor or skin, containing every required named body action.
Read `../_shared/asset-skill-contract.md` before accepting a request. First
validate the shared request/result shape with
`tools/asset_skill_contract_check.py`, then validate this family contract with
`tools/asset_animated_bundle_contract_check.py --kind request`. For final
runtime handoff, call the same checker with `--request <request.json> --result
<result.json>`; a result-only check cannot prove it belongs to this request.
Final handoff accepts only `validation.passed: true` with explicit passing
`L0` through `L4` evidence.
The family checker is the callable enforcement for the `spec` rules below; the
shared checker alone intentionally validates only cross-family shape.
## Standalone boundary
Accept only an asset request. Do not read or require `/gm-asset`, tags, stage
state, `ASSETS.md`, generated manifests, stable entries, worker dispatch, or
any other registration state. Return the shared asset result directly; a caller
may register it separately.
## Request and action contract
The request has `asset_type: "character-bundle"`. Its `spec` must contain:
- `required_actions`: a non-empty, duplicate-free ordered list of action names.
- `actions`: one object for each required action, with exactly the same names.
- Each action has `name`, `fr...
Details
- Author
- RandallLiuXin
- Repository
- RandallLiuXin/GodotMaker
- Created
- 3 months ago
- Last Updated
- today
- Language
- Python
- License
- NOASSERTION
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