Spritecook Animate Assets

SpriteCook/skills/skills/spritecook-animate-assets

作者 SpriteCookfb6d4eeffa3f256e05e0f01ebead772ec581d9cd無授權條款收錄於 2026年10月9日更新於 2026年10月9日

Animation guide for SpriteCook. Use with spritecook-workflow-essentials when importing source images, writing stronger motion prompts, and animating existing assets.

僅含說明Design & Creative
AI 產生的概覽

指導透過 SpriteCook MCP 伺服器,將現有的 SpriteCook 遊戲美術資源製作成短像素或精細動畫。

功能
此技能是一份操作指南,說明如何使用 animate_game_art 工具,把既有的 SpriteCook 資源製作成短動畫。內容涵蓋傳入資源 ID、在只有本機檔案或 base64 值時先上傳或匯入來源圖片、選擇像素或精細模式、設定影格數與輸出格式,以及輪詢工作狀態。它也提供提示詞撰寫規則,要求動作描述以來源圖片中可見的角色特徵為依據,並在多個動作工作中維持同一角色一致。
適用情境
當使用者想為既有的 SpriteCook 資源製作動畫時使用,例如為遊戲角色產生待機、行走或攻擊動作。適用於需要先把來源圖片上傳或匯入 SpriteCook 再製作動畫的流程。此技能需與 spritecook-workflow-essentials 搭配使用,以取得額度、清單與共用預設值。
執行需求
需要連接 SpriteCook MCP 伺服器,可透過 npx spritecook-mcp setup 指令完成設定。上傳資源、匯入資源、執行動畫工作與查詢工作狀態都需要連線至 SpriteCook 服務的網路存取。此技能不隨附指令碼,僅為說明文件。

SpriteCook Animate Assets

Use this skill for animation workflows. Pair it with spritecook-workflow-essentials for credits, manifests, safe downloads, and shared defaults.

Requires: SpriteCook MCP server connected to your editor. Set up with npx spritecook-mcp setup or see spritecook.ai.

Tool

animate_game_art

Animate an existing SpriteCook asset into a short pixel-art or detailed animation. The tool returns a job immediately; follow its poll.tool and poll.arguments instead of holding the request open.

ParameterTypeDefaultDescription
asset_idstring (required)-Existing SpriteCook asset ID to animate
promptstring (required)-Describe the exact motion over time. If auto_enhance_prompt=true, simple prompts like "Idle" or "Attack" are acceptable
auto_enhance_promptbooltrueInspect the source asset and expand short prompts into a fuller animation prompt
edge_marginint6Adds spacing on all sides before animation framing
pixelboolnullOptional mode override. If omitted, SpriteCook infers the mode from the asset
output_framesint8Even frame count. Pixel supports 2-16, detailed supports 2-24
output_formatstring"webp""webp", "gif", or "spritesheet"
negative_promptstringnullOptional motion/content exclusions
matte_colorstring"#808080"Hex matte color used before processing transparency
removebgstring"Basic""None", "Basic", or "Pro"
colorsint24Pixel palette size. Only valid when pixel=true

Workflow

  1. If the user already has a SpriteCook asset, pass its asset_id directly to animate_game_art.
  2. If the user only has a local image file path, use spritecook-upload-assets to call create_asset_upload, upload the bytes, then call finalize_asset_upload.
  3. If the user supplies a small data URL or raw base64 value, call import_asset first and use the returned asset_id.
  4. Use the returned asset_id in animate_game_art.
  5. Keep pixel omitted unless you need to force a mode.

The upload/import step is where the source image enters SpriteCook. It is not the animation call itself. Use MCP asset upload tools when they are available.

Consistency Rules

  • Always animate the exact source asset that represents the intended character or object.
  • If the user asks for multiple motions for one character, run separate animation jobs against the same asset_id for Idle, Walk, Attack, and so on.
  • Do not create a new still image for each motion unless the user explicitly wants different character designs.

Source Rules

  • Pixel animation is the correct choice for assets up to 256x256.
  • Detailed animation is the correct choice for assets between 256x256 and 2048x2048.
  • Do not force a sub-256 source into detailed mode.
  • Keep edge_margin=6 by default. It helps prevent pixel art from crowding the canvas edge.

Prompt Writing

  • Inspect the actual source character before writing the prompt.
  • For pixel art, upscale the source with nearest-neighbor to about 1024x1024 for inspection only.
  • Identify visible character details first: silhouette, armor, visor, weapon, shield, pose, and facing.
  • Only mention details that are actually visible in the source image.
  • Write one short paragraph in plain prose, not a label or keyword list.
  • Describe what moves, how it moves, what stays stable, and how visible props or weapons are used.
  • Keep the motion grounded in the existing character rather than inventing new equipment or effects.
  • Avoid generic prompts like idle animation unless auto_enhance_prompt=true.

Example idle prompt: The armored soldier in purple tactical gear stands in a steady combat stance, subtly bobbing up and down in a rhythmic breathing idle. His yellow visor catches the light while his rifle shifts slightly in his grip, maintaining a high state of readiness.

Example attack prompt: The armored soldier in purple tactical gear raises his rifle and fires several shots, with yellow muzzle flashes appearing at the tip of the barrel. His body recoils with each shot while his head and visor remain focused forward, maintaining a steady combat stance throughout the firing sequence.

If auto_enhance_prompt=true, simple prompts like Idle, Attack, or Walk are valid because SpriteCook can inspect the source asset and expand them automatically.

check_job_status

Use the job_id from animate_game_art with check_job_status. On success, use asset_id plus the canonical sprite_url; use spritesheet_url only when present. If the response reports warning.code="asset_output_unavailable", execute the supplied warning.recovery tool call.

來源與署名

來源:SpriteCook/skills位於skills/spritecook-animate-assets提交fb6d4ee

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