hd-sprite-sequence

Installation
SKILL.md

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.

Installs
1
GitHub Stars
13
First Seen
Oct 30, 2026