game-animation-frames

Generates looping game animation frames and sprite sheets via a video-first pipeline.

Updated Sep 17, 2026
One-click install
npx skills add https://github.com/scomofo/midi-stage2 --skill game-animation-frames-scomofo
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: game-animation-frames
Source: https://github.com/scomofo/midi-stage2/tree/main/.grok/skills/game-animation-frames
Command: npx skills add https://github.com/scomofo/midi-stage2 --skill game-animation-frames-scomofo

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Image generators draw static poses but cannot reliably imagine mid-motion frames, so hand-requested animation keyframes often break continuity and fail to loop. This Skill solves that by animating a base frame with a video model and harvesting real motion frames that cycle correctly. ## Core Features & Use Cases - Video-first frame harvest: Animate a neutral base pose with image-to-video, then extract frames that capture distinct motion phases and close the loop. - Pipeline integration: Delegates generation and chroma-key postprocessing to the video2dsprite and generate2dsprite skills using a #FF00FF magenta background. - Motion laws and flip test: Verifies loop closure, limb continuity, physics readability, and energy level before frames ship into a game. - Use Case: You need a side-view walk cycle for a knight character. Generate a base still on magenta, animate it walking in place, harvest 8-12 frames, run the flip test, and package a zero-padded sequence or sprite sheet with a stated fps. ## Quick Start Ask the AI to create a looping walk cycle sprite sheet for your character using the video2dsprite pipeline and verify it with the flip test.

Frequently Asked Questions about game-animation-frames

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a looping walk cycle sprite sheet for a 2D game?▼

Generate a base frame of the character in a neutral pose on a #FF00FF background, animate it with image-to-video walking in place with a locked camera, then harvest frames covering one full gait period. Verify loop closure with the flip test before packaging.

Why use video generation instead of image keyframes for game animation?▼

Video models understand motion, so leg alternation, arc continuity, and cloth or fire dynamics come out naturally, while image models must imagine mid-motion poses and often produce frames that teleport or fail to loop. Video harvesting usually passes the flip test on the first try.

What background color is required for chroma keying sprite frames?▼

The pipeline requires a solid #FF00FF magenta background for both the base still and the video. The video2dsprite and generate2dsprite scripts handle magenta flood-fill and despill; do not substitute a different flat hex color within this pipeline.

How many frames should a game animation cycle have?▼

Do not force a fixed count; select as many frames as the motion needs to read clearly, typically 8, 10, or 12. For cycles, select one full period using motion landmarks such as foot contacts, wing extremes, or flame peaks.

When should I fall back to keyframe-by-keyframe image generation?▼

Fall back to text-to-image keyframes only when video fails the motion, such as very stylized poses or single dramatic keyframes. In that case plan the motion phases yourself and still obey the motion laws and flip test.

How do I verify that animation frames loop correctly?▼

Use the flip test: view the final frames strictly in order, narrate the motion, and explicitly check that the last frame flows back into the first. Any hedge in the narration indicates a failed frame that must be replaced.