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Sprite Gen

Data community

Description

Generate clean 2D game sprites & animation atlases — component-row pipeline: state rows, alpha cleanup, frame extraction, runtime atlases. Codex/Claude skill.

Installation

This entry records only its repository, not the path inside it, so there is no exact command to give. Open the source below and copy the folder into ~/.claude/skills/, or the file into ~/.claude/agents/.

README

sprite-gen

One drawing in. A game-ready sprite atlas out — breathing.

**English** · [한국어](README.ko.md) · [日本語](README.ja.md) · [简体中文](README.zh-Hans.md) · [Español](README.es.md) · [Français](README.fr.md)


Breathe

A still idle reads as frozen. **Breathe** turns a single pose into a living loop — deterministic squash & stretch baked on top of your curated frames. No regeneration, no re-extraction, no extra art. One sidecar field:

"breathe": { "depth": 0.05, "breaths": 3 }
  • Anatomy-aware. The engine measures the silhouette: neck bottleneck, symmetric eye pair on neckless blobs, torso-vs-appendage width. Heads stay bit-identical across every frame; wings and arms get pushed, never stretched.
  • Pixel-true. Integer row/column mapping only — every output frame is still clean pixel art on the same grid. A 1px outline stays a 1px outline: the warp preserves silhouette edges and normalizes staircase doubling, anchored on the inner line.
  • A ruler you can grab. Drag the rigid boundary (red), the body axis (blue), and the torso width (dashed) right on the live playback. The server re-derives the anatomy on release — and the preview keeps breathing while it recalculates.
  • Byte-identical preview. The webview mirror and the Python bake produce the same bytes, enforced by golden tests. What you watch looping is exactly what ships in the atlas.

breathe region editor: rigid boundary, body axis and torso width lines over live playback, with the baked phase filmstrip

The same deterministic bake applies to front, side, and back views of any silhouette, including humanoids, blobs, and tentacles.

Ask an image model for a "sprite sheet" and you know what you get: a character whose face changes every frame, a background that won't key out, poses that overlap and drift off-g