hd-sprite-sequence
HD sprite sequence
Own source-art identity and sequence consistency. Sprite catalog owns inventory, sprite-atlas owns packing/import, and pixel-animation owns gameplay-frame mapping. Do not change gameplay to accommodate art.
Modes
| Mode | Deliverable |
|---|---|
| author | pinned character model, pose/landmark lock, constrained image generation, reviewed source frames |
| rig-bake | fixed approved parts, fixed bone lengths and offline PNG baking with no per-frame scaling or face regeneration |
| audit | executable measurements, overlays, fixed-scale playback and explicit failing frames |
| repair | revised source images for failed identity/anatomy frames, followed by the same immutable lock |
Hard source-art contract
Before generation, pin the character model image, face/profile references, canonical anatomy measurements and per-pose projected landmarks in a hashed lock. Freeze head crown-to-chin, head width, brow-to-chin, cheek width, neck-to-pelvis, shoulder width and relevant limb lengths. A full-body humanoid audit also measures the arm/leg chains and deprojected head-to-body chain ratio; a face/torso-only audit must declare its narrower scope and cannot certify the whole character. Freeze ratios as well as absolute scale; matching one silhouette axis cannot establish correct head/body proportions. Use the project's approved model, not a universal number of heads.
The lock also specifies logical units, density, untrimmed canvas, pivot, expected contacts/sockets, pose order/duration, permitted perspective/occlusion and hard numerical tolerances. Projection exceptions must exist before generation and have pose evidence; never invent them to excuse a failed face. For an invisible face, explicitly scope the face check as occluded; head/body checks and the visible silhouette still apply.