What problem does it solve?
Creating animated 2D game characters requires manually drawing sprite sheets, slicing frames, and assembling SpriteFrames resources in Godot, which is slow and error-prone for developers who want playable prototypes quickly.
Core Features & Use Cases
- AI Image Generation Pipeline: Generates full-body character sprite sheets through declared providers (native, codex, gemini, openai) using an identity anchor image and optional style references.
- Animation Planning: Resolves high-level action intents into concrete frame counts, FPS, loop flags, grids, and per-frame durations, archived as validated plan files.
- Deterministic Processing & Validation: Slices source sheets into frames, recovers edge-touching sprites, merges multi-batch actions, and compiles one SpriteFrames resource validated through L0-L4 checks plus an optional consumer smoke test.
- Use Case: Describe a player character with idle, run, and attack actions in a hand-drawn cel-shaded style, and receive a ready-to-use SpriteFrames resource plus per-action GIF previews and a canonical character image.
Quick Start
Ask the agent to create a character-bundle asset with a list of named actions and intents, optionally attaching a character reference image and style description, then let it produce the validated SpriteFrames resource.