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game-character-consistency

Один персонаж на всех кадрах

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

Кратко (RU)

Turnarounds, damage variants, palette swaps, equipment — identity, не одиночная картинка. Asymmetry bookkeeping для front/side/back.

character sheetturnaroundsame charactervariants

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Original English markdown — rendered or raw source.

.grok/skills/game-character-consistency/SKILL.md2,733 chars
Frontmatter (YAML)
name: game-character-consistency
description: >
  Deep guide for CHARACTER IDENTITY across images: turnarounds (front/side/
  back), state and damage variants, palette swaps, equipment changes, and
  same-character-in-context sets. Use whenever generating character
  turnarounds, character sheets, variants of an existing sprite, or any
  same-subject multi-image set. Complements game-asset-core.
metadata:
  short-description: "Same character, every image"

Character Consistency

The product is the IDENTITY, not any single image. Users state WHAT they need, not how — apply everything here even when the request never mentions it.

1. Asymmetry bookkeeping (turnarounds)

Before prompting, write the side-map table for every view. Example: "her left arm sleeved" →

viewsleeved arm appears onstaff hand appears on
frontviewer's RIGHT(as designed)
right profilenear side = her right = BARE...
backviewer's LEFTmirrored from front

Prompt each view with VIEWER-relative words from this table, never body-relative words. Verify each output against the table, not the original sentence.

2. Hands and props

  • A held item must be GRIPPED: check the hand-object contact point in every

image. A staff floating beside an open hand = fail.

  • The item stays in the SAME hand across all views/frames (mirror it

correctly in back views).

3. Edit-chain protocol

  • One base image; every view/variant/state via image_edit from the base

(or nearest neighbor view): "Keep this exact character — same face, colors, proportions, outfit, scale, background — change only <X>."

  • Views must be genuinely rotated (a side view is a strict profile: nose,

chest, toes all pointing at the frame edge), not three slightly-turned fronts.

  • KEEP THE STYLE WORDS in every edit prompt ("stylized 2D game art, cel

shading" or whatever the set uses). Edits without style words drift toward photorealism.

4. Variants (damage / palette / equipment)

  • State the freeze-list first in the prompt (pose, framing, background,

everything not being changed), then the single change.

  • Damage states are STATES, not action frames: worn, cracked, dented — no

debris flying mid-air.

  • Verify by viewing base and variant together: background hue, framing,

proportions, and all unrequested details must match. Escalating states (hurt → critical) must be strictly ordered when viewed as a set.

5. Verify

For every image in the set, describe blind: which side has the marker detail, what's in each hand, face/proportion match to base. One mismatch = targeted retry of that image only.

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