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0.4 launch teaser: every frame is real ASF output.
Approve one generated still. Get every action of the character, keyed, looped, timed and exported for your engine.
Agent skills for Claude Code (plugin), Codex and Grok. The agent generates a master still with the best image route you have, makes one image-to-video clip per action from it, and deterministic Python tools gate, key, register, loop, retime, finish and package every action for Godot, Aseprite or a web game.
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1. One approved master still Generated by the local Codex CLI ( image_gen), take 1 of 3.
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2. Six actions, one image-to-video clip each Grok image-to-video (local CLI), soft-matte keyed, registered, loops picked by measurement, one-shots retimed to game speed, HD finish with the colour lock. Real timing. |
3. In a scene: the packaged run, attack and idle over a generated background. The run speed is measured from the contact foot, so the feet do not slide. Every frame comes from the 2026-10-06 live run; nothing is mocked up.
What's new · Quickstart · Routes and providers · Pipeline · Maps · Showcase · Tools
Before 0.4, character animation meant cutting frames out of an image-generated sheet, or keying a single clip by hand. 0.4 turns one approved still into the whole set: one image-to-video clip per action, and a measured pipeline from every clip to the engine. Before and after, measured on real outputs:
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Pixel finish: the 48x64 fox run Old: one image-gen sheet cut 1/8 (594–709 colours per frame, soft alpha). New: master still → Grok clip → pixel finish (16–19 colours, binary alpha, selective outline). 4x nearest, both at 80 ms. |
Soft-matte keyer: no purple fringe Same Grok clip, same frame, 2x crop. Fringe 0.704 → 0, leaked key pixels 7,780 → 0, keying 271 s → 44 s for 145 frames. |
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One-shots retimed to game speed Image-to-video plays a quick attack as a slow-motion clip. retime --auto-oneshot cuts the frozen holds and pins the hit: 4.1 s → 0.7 s, hit at 292 ms.
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HD colour lock Video models drift colours on fast limbs. The lock holds every design colour on the master's (OKLab chroma, lightness kept): hue flips halve and most of the boot shimmer goes away. |
| Measured on the live runs | before | 0.4 |
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| Pixel fox (48x64, 8 frames): colours per frame | 594–709 | 16–19 |
| Pixel fox: alpha levels | 199 | 2 |
| Pixel fox: lone pixels per frame (mean) | 732 | 75 |
| Keyer: purple fringe (outer-ring spill, mean) | 0.704 | 0 |
| Keyer: key pixels leaked over 145 frames | 7,780 | 0 |
| Keyer: time for 145 frames | 271 s | 44 s |
| Attack: one-shot length | 4.1 s | 0.7 s |
| Colour lock: hue flips per frame pair (run loop) | 352 | 170 |
| QC: good takes wrongly rejected | 18 of 24 | 0 of 24 |
What changed:
route_media.py: your API key if you configured one (OpenAI, Google Gemini, xAI, BytePlus, fal.ai), else your signed-in Codex or Grok CLI, else code art as the last resort. See Routes and providers.master_still.py writes the prompt, generates takes, fixes a near-miss by edit and approves one still (master.json).sprite_set.py makes one image-to-video clip per action, gates every take (area, feet, identity, zoom, turning around, edges, background, extra objects, motion, end pose, colour bleed, timing), retakes with fix clauses, keys with a soft matte, registers, picks loops, retimes one-shots, finishes and packages.Everything in the CHANGELOG. The live record, weak points included: docs/validation-2026-10-06.md.
Claude Code (plugin)
claude plugin marketplace add 0x0funky/agent-sprite-forge --sparse .claude-plugin skills
claude plugin install agent-sprite-forge@agent-sprite-forge
python -m pip install "numpy>=1.26" "Pillow>=10.1" "scipy>=1.11"
--sparse checks out only the plugin manifest and the skills, not the showcase media.
Codex
git clone https://github.com/0x0funky/agent-sprite-forge.git
cd agent-sprite-forge
python -m pip install -r requirements.txt
python tools/install_skills.py --apply --host codex
Grok: from the same clone, python tools/install_skills.py --apply --host grok (~/.grok/skills). --host agents writes ~/.agents/skills and --dest <folder> any skills folder.
--apply backs up an installed copy and writes a sha256 manifest; python tools/install_skills.py --check --host codex reports drift later. Video needs ffmpeg 5.1+ on PATH. Start a new agent session so the skills load.
Optional: configure an API key (Setting API keys). Without one, the agent uses your signed-in Codex or Grok CLI.
Use $generate2dsprite to make a master still of Aria, a young swordswoman hero: short dark hair, a teal hooded cloak, a long red scarf and one steel sword. Side view, facing right, HD.
The agent runs master_still.py generate --takes 3 (every take through route_media.py), shows you the takes, fixes a near-miss with master_still.py edit ("THE ONLY CHANGE: ..."), and approves one: the still is keyed, padded to the class framing (a hero stands 788 px tall on 1024x1024) and recorded in master.json.
Use $video2dsprite to animate the approved Aria master: idle, walk, run, attack, jump and hurt. Package them for Godot and the web.
Under the hood (<skill-dir> is the installed video2dsprite folder):
```bash python "/scripts/sprite_set.py" plan --master art/aria-master/master.json --output-dir art/aria-set python "/scripts/sprite_set.py" run --plan art/aria-set/set_plan.json python "/scripts/sprite_set.py" review --plan art/aria-set/set_plan.json python "/scripts/sprite_set.py" accept --plan art/aria-set/set_plan.json --action run --take 2 python "/scripts/sprite_set.py" report --plan art/aria-set/set_plan.json
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