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game-animation-frames

Анимационные кадры: video-first подход

Полный оригинал на английском — без перевода. Источник: .grok/skills/game-animation-frames/SKILL.md

Кратко (RU)

Motion cycles, action keyframes, FX sequences. Видео-генератор лучше понимает движение — не просить mid-motion poses у image model вслепую.

walk cycleattack animationidleanimation sheet

Full skill content

Original English markdown — rendered or raw source.

.grok/skills/game-animation-frames/SKILL.md4,303 chars
Frontmatter (YAML)
name: game-animation-frames
description: >
  Deep guide for game ANIMATION assets: motion cycles, action keyframes,
  effect sequences, and animation sprite sheets — built around a
  video-first pipeline. In this app-builder sandbox, execute via the
  video2dsprite / generate2dsprite skills (magenta + scripts), not ad-hoc
  ffmpeg. Use whenever generating anything that moves: walk/run cycles,
  attacks, idles, FX, flags, fire, animation sheets. Complements
  game-asset-core.
metadata:
  short-description: "Video-first animation frames that actually cycle"

Animation Frames — video-first

The image generator draws poses; the VIDEO generator understands motion — leg alternation, arc continuity, cloth and fire dynamics come free because video must animate them. So don't ask the image model to imagine mid-motion poses: animate the base and harvest real frames.

App-builder execution (read first)

This skill is doctrine (motion laws, loop QC, when to use video). In the app-builder sandbox, do not run a freeform ffmpeg harvest or invent a random keyable #hex background.

StepDo this
Production sprites / fixed grids`generate2dsprite` — solid `#FF00FF` magenta sheets + chroma scripts
Denser locomotion from video`video2dsprite` — base still on `#FF00FF`image_to_video → skill scripts (ffmpeg + chroma)
Keyable backgroundAlways `#FF00FF` when using either pipeline (required for chroma)
This skillLoop / flip-test / motion laws below — apply after the pipeline runs

Open .grok/skills/video2dsprite/SKILL.md or .grok/skills/generate2dsprite/SKILL.md and follow their workflows for generation and postprocess. Then apply the laws and flip test here before shipping frames into the game.

Default pipeline (intent)

  1. Base frame. Subject in neutral/starting pose, full style words, side /

game-appropriate view, solid `#FF00FF` background (app-builder chroma key). game-asset-core defaults apply.

  1. Animate. image_to_video from the base: one clear motion, in place,

static camera ("the knight walks in place, side view, camera locked", 6s). Keep the shot simple — one subject, one motion. Prefer running this through `video2dsprite` so harvest + chroma are consistent.

  1. Harvest + clean. Use `video2dsprite` scripts (not ad-hoc

ffmpeg -i … fps=12 alone). Magenta flood-fill / despill lives there; do not re-key with a different flat #hex unless you leave the magenta pipeline entirely.

  1. Select. Pick frames that (a) capture the motion's distinct phases and

(b) LOOP — the sequence's end must flow back into its start. Don't force a count: if the motion reads best with 8, 10, or 12 frames, deliver that many (more frames = smoother in-engine). For a cycle, select one full period using motion landmarks (foot contacts, wing extremes, flame peaks).

  1. Package. Deliver frames in play order (zero-padded names) and/or a

sheet per game-asset-core rules (uniform cells, no dividers) — or the transparent strips/grids emitted by `video2dsprite` / `generate2dsprite`. State the intended fps.

Fall back to keyframe-by-keyframe image_edit (still on #FF00FF when postprocessing with the sprite scripts) only when video fails the motion (rare: very stylized poses, single dramatic keyframes) — and then plan phases yourself and obey the laws below. Prefer `generate2dsprite` for crisp production multi-frame grids.

Motion laws (verify against these, whatever the pipeline)

  • Cycles loop; alternating gaits spend half the period mirrored.
  • Continuity: limbs, props, anatomy, effects move on continuous paths —

nothing teleports, vanishes, or duplicates between adjacent frames.

  • Physics reads in stills: airborne shows air, anticipation compresses,

follow-through overshoots; effects stay anchored to their origin unless the request moves them.

  • Energy matches the ask: idle/subtle means barely-different frames.

Verify — the flip test

View the final frames strictly in order and narrate the motion; check loop closure explicitly (last→first). A hedge in your narration is a failed frame. The video pipeline usually passes this on the first try — that's why it's the default.

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