npx skills add ...
npx skills add 0x0funky/agent-sprite-forge --skill video2dsprite
Turn one approved master still into a character's whole animated sprite set - one image-to-video clip per action (idle, walk, run, attack, jump, hurt, cast and so on), all from that still, generated through generate2dmedia route_media.py (the xAI API when a key is configured, else the local Grok CLI) - then gate each take, key it with a soft matte, register it to the master, pick loops or retime actions, finish (HD by default, pixel on request) and package fixed-canvas frames, alpha WebM, packed MP4 for iPhone and a PNG fallback with engine metadata and a JS runtime. Also processes a supplied clip. Use for character and creature animation, fluid motion and any video-to-sprite work. Not for FX, icon or prop sheets (generate2dsprite), maps or plate loops (generate2dmap), code-drawn animation (codeart2d, only on request) or calling a video API by itself (generate2dmedia).
npx skills add 0x0funky/agent-sprite-forge --skill video2dsprite
An approved still sets identity and geometry, a video model supplies motion, and deterministic tools prepare it for the engine. Video is not promised to be smaller, seamless or cheaper than sheets.
Run python "<skill-dir>/../generate2dmedia/scripts/forge_doctor.py" --host-tools <tools> --save <output>/doctor.json, where <tools> lists the media tools in your own tool list (image_gen, image_edit, image_to_video) or none. Its ROUTES block shows which API keys are configured (yes or no), the local readiness and the resolved order. If encoding.stdout fails, set PYTHONUTF8=1. python "<skill-dir>/scripts/video2dsprite.py" doctor checks ffmpeg (5.1+, VP9 alpha round trip).
The master still comes from generate2dsprite (image generation, approved by the user) or from the user. Motion is image-to-video, one clip per action from that master; record the route as art_source and name it in your reply:
XAI_API_KEY), BytePlus Seedance (ARK_API_KEY) or fal.ai (FAL_KEY: Kling v3, Veo 3.1, Luma Ray 3.2, MiniMax H3, Wan 3.0, Vidu Q3, LTX) (route-media.md). The configured key is the owner's consent, so there is no per-call question. --last-frame <still> pins idle and attack clips to end on their first pose.image_to_video) when you have one, otherwise the user's Grok CLI in ACP mode (it cannot pin a last frame; the result says lastFrameUsed).route_media.py prints no-route (exit 3); otherwise prepare the job and prompt, explain the gap, and never invent a successful generation.Every clip goes through one command: python "<skill-dir>/../generate2dmedia/scripts/route_media.py" video --prompt-file <job>/prompt.txt --reference <job>/input.png --last-frame <job>/input.png --duration 6 --resolution 720p --out-dir <new>. It prints one JSON line with route, artifact, sha256, estimateUsd and lastFrameUsed. The finish is HD by default; the pixel finish is an option when the user asks for pixel art.
For a character's game set, use sprite_set.py: one approved master (generate2dsprite master.json) in, one image-to-video clip per action out, keyed, gated, registered, cut, finished and packaged. For one clip or a supplied video, use the pipeline below. Details: sprite-set.md. Prompts and fix clauses: motion-prompts.md.
python "<skill-dir>/scripts/sprite_set.py" plan --master <art>/master.json --output-dir <set>. Defaults: --actions idle,walk,run,attack,jump,hurt, --finish from the master (hd default), --target-height 256 hd or 80 pixel. Jump gets a 3:4 canvas with 34% headroom and attack a 16:9 one; idle and attack pin the end frame to the master. Read each action's prompt in <set>/set_plan.json, and edit motion, negatives or gates there before the run if needed.python "<skill-dir>/scripts/sprite_set.py" run --plan <set>/set_plan.json. Clips come from generate2dmedia route_media.py, then:
timing);finish_frames.py hd or pixel, with the colour lock to the master on by default (plan --no-colour-lock);media/clip.mp4, and run again.python "<skill-dir>/scripts/sprite_set.py" review --plan <set>/set_plan.json, then LOOK at every -sheet.png, every -final.png and the lineup (Read in Claude Code, view_image in Codex). The numbers cannot see identity, facing, a changed weapon, text or a covered face.accept --plan <set>/set_plan.json --action <id> --take <n>. Add --window START:END to keep part of a failed take.retake --plan <set>/set_plan.json --action <id> --fix <clause id or text>, then run again. Clause ids include never-turn, weapon-shape, face-visible, no-text, no-flares and keep-colours.python "<skill-dir>/scripts/sprite_set.py" report --plan <set>/set_plan.json lists the routes, takes, QC numbers, loops, timing and package paths. In your reply, name the route that made each clip. Never call an action approved before you have looked at its sheet.route_media.py takes the xAI API or the Grok CLI. Look at review images with view_image.route_media.py takes the route. Look at review PNGs and contact sheets with Read; run tools with Bash; <skill-dir> is ${CLAUDE_SKILL_DIR}.image_to_video tool is your own tool; the same grok executable is the "Grok (local CLI)" route for other hosts.Run each tool as one line from the user's project root: python "<skill-dir>/scripts/<tool>.py" .... <skill-dir> is this skill's folder; sibling skills sit beside it. Keep inputs and outputs inside the project. Every verb writes a new --output-dir: it refuses an existing one and publishes only after its checks (--strict fails on residue). Success prints one JSON line; errors print error: ... and exit 1; usage errors exit 2. Needs Python 3.10+, numpy, Pillow and ffmpeg 5.1+. --help lists every flag.
video2dsprite.py key-plan --master <master.png>: paste background_sentence into the prompt; protect or recolour design_colours_at_risk.prepare_i2v_input.py prepare --master <art> --action <idle|walk|run|attack|cast|guard|hurt|victory|defeat|ambient|fx> --output-dir <job>; send input.png and prompt.txt; registration_job.json keeps the transform. An opaque master on a flat magenta, green or blue backdrop is keyed first (--master-key names another backdrop; the job records masterKeying). --subject is the whole identity phrase; the background line names its head ("adventurer with a scarf" gives "behind the adventurer"). Check a hand-written prompt with prepare_i2v_input.py lint.route_media.py video (Art source above).register_clip.py qc --job <job>/registration_job.json --video <take>; then video2dsprite.py triage --video <take> --output-dir <new>. A border touch inside the action means regenerate, never pad.video2dsprite.py process --video <take> --output-dir <new> --reference <master.png> (soft matte); read frames-clean/matte-report.json and look at frames over light and dark. Same keying for every clip of a character: --matte-profile <character-profile.json>. A design colour near the key: --protect-color #rrggbb. Already decoded frames (frame_*.png or raw_*.png, one frame keys a still): video2dsprite.py clean --raw-dir <dir> --output-dir <new>.register_clip.py apply --job <job>/registration_job.json --frames <out>/frames-clean --output-dir <new>; feet drift or jumps: --lock feet; spell or hit FX: --profile fx; one scale per character: register_clip.py profile, then --character-profile.gait_loop.py select --frames-dir <reg>/frames --fps N --output-dir <new> (--kind idle or hover); play aids/loop3x.gif. Attacks, casts, FX: retime.py --frames-dir <reg>/frames --fps N --output-dir <new> --spans <spans> (impact, hold, ticks), or for a slow-motion one-shot --range 0:N --auto-oneshot --duration 700 --key hit=<impact>@0.4+80 (cuts frozen holds, pins the hit, compresses to game length); walk cadence: gait_loop.py measure-stride.engine_export.py package --clean-dir <fin>/frames --output-dir <new> --selection <selection.json> --source-size W,H --source-anchor X,Y --formats png,webm,packed --tiers actor (W,H and X,Y from finish.json). Refused for key residue: re-key; --allow-key-residue only with a recorded override.engine_export.py verify --package <dir>, then validate_animation.py <character dir> --require-states idle,walk --require-verify. --require-states matches each package's --name (a package named hero-run needs --require-states hero-run, not run).Details: pipeline.md, keying matte.md, review and cuts animation-review.md, prompts prompt-rules.md.
Finish every registered action before packaging. Finished frames keep the source names, so gait_loop and retime selections still apply. Details: finishing.md.
python "<skill-dir>/scripts/finish_frames.py" hd --frames <reg> --output-dir <new> --target-height <px> --role hero --character <id>. The rest pose (frame 0 or --rest-frame) sets one scale. Box downscale with premultiplied alpha on a grid pinned to the feet, then clean alpha. Never nearest, never an upscale. --display-sizes 1x,2x rebuilds each size from the source.--scale-ref <idle finish dir> instead of --target-height (scale x sqrt(rest-area ratio), clamped to +-3%). A warning means the rest frame is not the base still.finish_frames.py palette build --frames <every action's reg dir> --colors 32 [--reserve #hex] --out <palette.json>, then per action finish_frames.py pixel ... --target-height <1/8 to 1/12 of the source> --palette <palette.json>. The default is bold pixel art: a crisp 4x4-cluster downscale (no blurred in-between colours; lines and eyes survive), a light contrast and saturation lift, at most --colors (32) colours per frame, lone-pixel cleanup that keeps eyes, a 1 px selective outline (--outline dark|none), temporal hysteresis, binary alpha, no dither. --canvas 48x64 gives fixed cells. Use --loop-policy oneshot for attacks and --indexed-sheet for an indexed sheet.--colour-lock <keyed master.png> keeps every design colour on the master's in OKLab (chroma only, lightness kept: no posterising) and smooths still pixels over time; colour_lock.py measure reports hue flips and region spread.finish_frames.py lineup --sets <finished dirs> --out <lineup.png>. Roles come from --role or ROLE=DIR; the default rules are hero:1.0, mob:<=1.0, boss:~2.0, spirit:~1.0 (by area). Look at the x1/x3 sheet; a failed rule exits 1.review-contact.png and read qa in the JSON line (flipsPerPair, specksRemoved, alphaBinary). The status stays needs-visual-review.engine_export.py package --clean-dir <fin>/frames --source-size W,H --source-anchor X,Y, taking W,H and X,Y from size and anchor in finish.json. Do not pass --registration; pixel finishes add --pixel-art --sampling nearest.gait_loop.py select, never by eye alone, then confirm by eye. Walks never ping-pong; attacks never recover by playing frames backwards; retime actions to their impact and hold. Walks ship cadence and stride.needs-visual-review. --matte binary --despill-mode off reproduces the cfed170 keyer.validate_animation.py. Deliver animation.json (3.0, keeps every 2.0 key; whole-ms durationsMs, exact fpsRational), QA, poster, PNG fallback and the requested transports. Geometry stays in source units (sourceSize, sourceAnchor, sourceRect).lease.drawable (packed-alpha-runtime.js over references/runtime/packed-alpha-webgl.mjs); show the poster until a decoded frame exists. Distance-driven walks, hit-stop and transitions: references/runtime/forge-runtime.mjs.Data contracts: references/schemas/video.schema.json.