사용 방법
- 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
- 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
- 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/openai/plugins --skill sprite-pipeline시작 전 확인
- 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
- 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.
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


