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Get Started Free →Produce one illustrated character SpriteFrames resource from high-level body-action intent, optional character and style references, and a resolved animation plan.
.claude/skills/randallliuxin-character-bundle/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-07 | ✗→✓ | ▲ Improved | 54% | 0% |
| case-08 | ✗→✓ | ▲ Improved | 52% | 0% |
| case-13 | ✗→✓ | ▲ Improved | 105% | 0% |
| case-14 | ✗→✓ | ▲ Improved | 163% | 0% |
| case-24 | ✗→✓ | ▲ Improved | 22% | 0% |
Produce one player, enemy, NPC, summon, boss, creature, or skin as one SpriteFrames resource. Read .godotmaker/asset-runtime/asset-skill-contract.md and .godotmaker/asset-runtime/animation-planning.md. This standalone skill does not read or write ASSETS.md, tags, stage state, manifests, or worker dispatch state.
Require asset_type: "character-bundle". The caller supplies a non-empty ordered spec.actions list. Each action needs a unique name and a concise intent describing pose beats, gameplay feel, and motion trajectory; it may state whether the action loops. The caller does not prescribe frame count, FPS, frame durations, names, or grid. Resolve those from the shared animation-planning guidance. A caller may choose a power-of-two spec.frame_canvas_px; otherwise default the runtime canvas to 256 px.
Before provider dispatch, write .godotmaker/asset-generation/plans/<asset_id>_animation_plan.json and .godotmaker/asset-generation/plans/<asset_id>_resolved_request.json. The plan top level records asset_id, frame_canvas_px, and identity_anchor_origin. For every action, first resolve temporal cadence: named motion phases, transition frames, and any intentional holds. Then record name, cadence as an ordered list of {phase, frame_names} entries covering every resolved frame exactly once, pose beats, frame count, fps, loop, frame durations, grid, source-batch plan, runtime_canvas_px, and rationale. Do not choose the frame count by mechanically assigning one frame to each pose beat. The resolved request has ordered required_actions; every resolved action retains its public intent and has name, grid, ordered frame_names, positive fps, explicit loop, and one positive frame_durations value per frame. grid.columns * grid.rows equals the frame count. Validate this resolved request with tools/asset_animated_bundle_contract_check.py --kind request before processing or compiling.
Use exact resolved grid and frame order for a source batch, but do not treat planning guidance as a reason to reject a valid artistic request. When a fixed-size provider source would make a dense action too small for the chosen canvas and safe area, split the action into source batches and preserve every batch's prompt, raw source, attachments, and report. Combine their resolved frames in action order before compiling one SpriteFrames resource.
Use an explicit visual style or attached style image. Examples are hand-drawn cel-shaded fantasy, comic-book ink and flat color, and painterly storybook. Pixel-art production is unsupported in this family; stop clearly when it is requested. Do not use nearest-neighbor resampling.
External references are optional. Validate each path is a readable image, preserve its canonical, style, or screen role, resolve res:// from the project root, and attach the actual images to the declared provider. Never replace an image attachment with a path in prompt text. Use only the declared native, codex, gemini, or openai provider; do not silently switch. Stop clearly when the selected provider cannot generate or attach the required images.
Choose one identity anchor:
canonical image directly for every action. Do not generate a duplicate canonical merely to satisfy the workflow.assets/generated/character-bundle/<asset_id>/<asset_id>_canonical.png; return it as a reference output so the user receives the generated character image.Record identity_anchor_origin as user_provided, provider_derived, or provider_generated. Every action receives the identity anchor as an actual image attachment. It also receives every external reference in role-preserving attachment order.
Keep raw sources, finalized anchors, prompts, reports, rejected attempts, and curation output under .godotmaker/asset-generation/. Store a distinct prompt and provider report for every provider attempt, including retries and source batches. Use canonical/<asset_id>_canonical.png, sources/<asset_id>_<action>_source.png, reports/<asset_id>_canonical_source.json, reports/<asset_id>_<action>_provider.json, and reports/<asset_id>_<action>_process.json for a single source batch; add _batch<N> before the suffix for additional batches. Each provider report records provider, model when available, coding model, reasoning, source path, reference roles, attached local paths, attachment count, and provider_trace.
provider_trace contains provider, tool_call_id, image_model_identity, coding_model, reasoning, and ordered absolute referenced_image_paths. Use image_model_identity: "not_exposed_by_subscription_runtime" only when the runtime does not reveal it. For Codex, call image generation once per attempt and pass every attachment through referenced_image_paths.
Use only provider outputs or user-provided images as visual sources. Do not draw, synthesize, or edit art with ad hoc Pillow, System.Drawing, ImageMagick, SVG, canvas, Godot drawing, inline scripts, color blocks, placeholders, or fake atlases. Existing controlled asset tools may process real provider or user images.
tools/asset_image_finalize.py --background magenta; preserve an already-transparent user image rather than replacing its pixels.tools/asset_action_process.py using --kind body, --align feet, the resolved grid and names, --cell-size <frame_canvas_px>, and --recover-edge-touch. Preserve candidates, reports, frames, transparent sheets, GIFs, and stable PNG paths.status: "needs_regeneration", preserve the report and run tools/asset_connected_component_recovery.py on the real source with the same grid, background, noise threshold, a recovered-sheet output path, and a report path. Do not pass an asset kind or Skill state.--background transparent, the same grid, names, timing, and stable delivery paths.--fixed-grid-fallback; retain its structured warning and continue with compilation and L0-L4/L5 validation.--scale-reference-metadata and --match-scale-reference.tools/asset_action_batch_merge.py to copy their real processed frames in resolved order and assemble the sole stable sheet/GIF/report. The merge tool is deterministic delivery assembly, not an art source. For every action write one stable frame PNG per frame, one delivery sheet, and one GIF preview under assets/generated/character-bundle/<asset_id>/.SpriteFrames artifact from the resolved actions. Do not publish a per-action SpriteFrames, portrait runtime artifact, PackedScene, character controller, or detached FX as the runtime result. Preserve action reports and the resolved request as result evidence.standalone_validation.compile_and_validate() for L0-L4 using the archived resolved request, not the high-level ASSET_REQUEST.json. The validator also resolves that archive when given the high-level request, and rejects a missing or mismatched resolved request. If compiler, Godot load, or consumer smoke fails, inspect the report and attempt a scoped repair or regeneration before returning failure. Do not claim readiness until the repaired artifact passes.SpriteFrames output. Keep structured fallback entries in action reports' warnings[]. When warnings exist, copy a concise summary to the final result's string validation.notes; do not add warnings to the public result.eval/consumer_smoke.gd exists, run it after L0-L4 with every resolved <action>:<loop> pair. Preserve its command, executable, output, and JSON report as L5 evidence. Do not use compiler success as a smoke substitute.Return one generic asset result with exactly one runtime SpriteFrames, one grid_sheet source and one GIF preview per resolved action in action order, and L0-L4 validation. A generated canonical is an additional reference output under the same stable directory and carries no godot_type; a user-supplied canonical is not duplicated as output. A second runtime output is never valid, whatever its Godot type. Keep L5 evidence and provider provenance in their dedicated files, not as extra public result fields.
On a real STOP, return validation.passed: false with an explanatory note and no runtime output. On fixed-grid fallback, return the complete warning-bearing SpriteFrames bundle; never return a partial bundle.
| Case | Status | Duration (ms) | Turns | Tokens | Tool calls | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Without | With | Δ | Without | With | Δ | Without | With | Δ | Without | With | Δ | ||
case-06 | pass→pass | 21,409 | 10,935 | -49% | 1 | 1 | 0% | 4,463 | 3,479 | -22% | 0 | 0 | — |
case-01 | fail→fail | 11,011 | 8,095 | -26% | 1 | 1 | 0% | 1,854 | 2,729 | +47% | 0 | 0 | — |
case-02 | fail→fail | 29,681 | 6,236 | -79% | 1 | 1 | 0% | 6,287 | 2,664 | -58% | 0 | 0 | — |
case-03 | fail→fail | 31,232 | 6,944 | -78% | 1 | 1 | 0% | 6,280 | 2,863 | -54% | 0 | 0 | — |
case-04 | fail→fail | 4,848 | 6,438 | +33% | 1 | 1 | 0% | 161 | 2,537 | +1476% | 0 | 0 | — |
case-05 | fail→fail | 22,186 | 8,854 | -60% | 1 | 1 | 0% | 4,435 | 2,678 | -40% | 0 | 0 | — |
case-07 | fail→pass | 10,568 | 1,610 | -85% | 1 | 1 | 0% | 1,611 | 2,483 | +54% | 0 | 0 | — |
case-08 | fail→pass | 13,248 | 3,992 | -70% | 1 | 1 | 0% | 1,954 | 2,961 | +52% | 0 | 0 | — |
case-09 | fail→fail | 24,276 | 1,706 | -93% | 1 | 1 | 0% | 1,290 | 2,485 | +93% | 0 | 0 | — |
case-10 | pass→pass | 9,837 | 3,219 | -67% | 1 | 1 | 0% | 1,402 | 2,806 | +100% | 0 | 0 | — |
case-11 | fail→fail | 10,218 | 1,710 | -83% | 1 | 1 | 0% | 1,532 | 2,494 | +63% | 0 | 0 | — |
case-12 | fail→fail | 4,073 | 2,116 | -48% | 1 | 1 | 0% | 586 | 2,608 | +345% | 0 | 0 | — |
case-13 | fail→pass | 8,512 | 2,941 | -65% | 1 | 1 | 0% | 1,360 | 2,793 | +105% | 0 | 0 | — |
case-14 | fail→pass | 6,343 | 2,219 | -65% | 1 | 1 | 0% | 983 | 2,590 | +163% | 0 | 0 | — |
case-24 | fail→pass | 12,505 | 1,484 | -88% | 1 | 1 | 0% | 1,992 | 2,430 | +22% | 0 | 0 | — |
case-15 | fail→pass | 13,485 | 3,478 | -74% | 1 | 1 | 0% | 2,118 | 2,803 | +32% | 0 | 0 | — |
case-16 | fail→pass | 17,285 | 7,605 | -56% | 1 | 1 | 0% | 3,248 | 3,012 | -7% | 0 | 0 | — |
case-17 | pass→pass | 13,079 | 2,487 | -81% | 1 | 1 | 0% | 1,920 | 2,585 | +35% | 0 | 0 | — |
case-18 | fail→pass | 11,221 | 2,326 | -79% | 1 | 1 | 0% | 1,951 | 2,678 | +37% | 0 | 0 | — |
case-25 | fail→pass | 7,915 | 1,919 | -76% | 1 | 1 | 0% | 1,149 | 2,570 | +124% | 0 | 0 | — |
case-19 | fail→pass | 9,382 | 4,016 | -57% | 1 | 1 | 0% | 1,724 | 2,882 | +67% | 0 | 0 | — |
case-20 | fail→pass | 15,102 | 3,162 | -79% | 1 | 1 | 0% | 2,250 | 2,792 | +24% | 0 | 0 | — |
case-21 | fail→pass | 9,283 | 3,237 | -65% | 1 | 1 | 0% | 1,425 | 2,798 | +96% | 0 | 0 | — |
case-22 | fail→pass | 9,959 | 4,427 | -56% | 1 | 1 | 0% | 1,662 | 3,030 | +82% | 0 | 0 | — |
case-23 | fail→fail | 3,576 | 2,431 | -32% | 1 | 1 | 0% | 632 | 2,632 | +316% | 0 | 0 | — |
DecimalAI ran this skill against gemini-3.6-flash twice over the same eval suite — once with the skill loaded and once without — and compared the two runs case by case. 25 cases were attempted, and 19 counted toward the lift figure. The other 6 produced results that are not comparable between the two arms, so they are excluded from the headline rather than averaged into it. The headline lift of +52 percentage points is the difference between those two pass rates over the 19 comparable cases.
Without the skill loaded, the model failed this case. With it loaded, the same prompt on the same model passed. This is one improved case from the latest verified run; every case, including any that regressed, is in the table above.
Other measured skills in the registry, with their headline benchmark lift.