Mode d’emploi
- Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
- Consultez le document original pour les outils, identifiants et environnements requis.
- Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/openai/plugins --skill sprite-pipelineAvant de commencer
- L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
- Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.
Sprite Pipeline
Overview
Use this skill for 2D sprite generation and normalization. This workflow is intentionally anchored around one approved frame and a whole-strip generation pass because frame-by-frame generation drifts too easily.
This skill is 2D-specific. If the request is for 3D characters, meshes, or materials, route back through ../game-studio/SKILL.md.
Core Workflow
- Start from an approved in-game seed frame.
- The seed frame should already reflect the right silhouette, palette, costume, and proportions.
- Build a larger transparent reference canvas around that frame.
- Use
../../scripts/build_sprite_edit_canvas.py.
- Ask for the full animation strip in one edit request.
- Do not generate each frame independently unless the user explicitly accepts lower consistency.
- Normalize the result into fixed-size game frames.
- Use
../../scripts/normalize_sprite_strip.py. - Use one shared scale across the whole strip.
- Align frames with one shared anchor, typically bottom-center.
- Optionally lock frame 01 back to the shipped seed frame.
- Do this when the animation should begin from the exact idle or base pose already in game.
- Render a preview sheet and inspect the animation in-engine before approving it.
- Use
../../scripts/render_sprite_preview_sheet.py.
Prompting Rules
Always preserve these invariants in the prompt:
- same character
- same facing direction
- same palette family
- same silhouette family
- same readable face or key features
- same outfit proportions
- transparent background
- exact frame count and slot layout
Always ask for:
- one strip at once
- a transparent canvas
- no scenery, labels, or poster composition
- crisp pixel-art clusters for pixel work
- production asset tone, not concept art
Using Image Generation
For live asset generation or edits, use the installed imagegen skill in this workspace. This skill defines the game-specific process; imagegen handles the API-backed generation or edit execution.
Script Recipes
Create a reference canvas:
python3 scripts/build_sprite_edit_canvas.py \
--seed output/sprites/idle-01.png \
--out output/sprites/hurt-edit-canvas.png \
--frames 4 \
--slot-size 256 \
--canvas-size 1024Normalize a raw strip:
python3 scripts/normalize_sprite_strip.py \
--input output/sprites/hurt-raw.png \
--out-dir output/sprites/hurt \
--frames 4 \
--frame-size 64 \
--anchor output/sprites/idle-01.png \
--lock-frame1Render a preview sheet:
python3 scripts/render_sprite_preview_sheet.py \
--frames-dir output/sprites/hurt \
--out output/sprites/hurt-preview.png \
--columns 4Quality Gates
- proportions stay stable across frames
- frame-to-frame size does not drift
- action reads clearly at game scale
- transparency is preserved
- frame 01 matches the shipped sprite when lockback is enabled
- preview looks correct before any in-engine asset index update
References
- Detailed workflow:
../../references/sprite-pipeline.md - Shared frontend context:
../game-ui-frontend/SKILL.md


