# ๐ŸŽฌ MASTER ANIMATION GUIDE - STYLE 32 **Agent, slike v MASTER_REFS so zaklenjene.** **Zdaj zaฤni z izdelavo animacijskih listov (Spritesheets).** **Vsaka animacija mora striktno upoลกtevati ta pravila:** --- ## 1๏ธโƒฃ TEHNIฤŒNI FORMAT (Stardew Valley Standard): ### **Grid Specs:** - **Size:** 64ร—64 pixels per sprite frame - **Background:** Pure Chroma Green (#00FF00) - **File format:** PNG with alpha channel - **Naming:** `[character]_[animation]_[direction]_[frame].png` ### **Directions:** - **4-way movement:** Down, Up, Right, (Left = mirror Right) - **Front-facing (Down):** Main reference view - **Back-facing (Up):** Hair/back visible - **Right-facing:** Profile view - **Left-facing:** โš ๏ธ **MIRROR RIGHT** (don't generate separately!) ### **Frame Organization:** ``` Spritesheet layout (horizontal strip): [Frame 1] [Frame 2] [Frame 3] [Frame 4] [Frame 5] [Frame 6] ``` --- ## 2๏ธโƒฃ SEZNAM OSNOVNIH ANIMACIJ: ### **ALL CHARACTERS Need:** #### **A. IDLE (Mirovanje) - 4 frames** **Purpose:** Character standing still, breathing **Duration:** Loop seamlessly **Frame breakdown:** 1. **Frame 1:** Neutral stance, start of breath IN 2. **Frame 2:** Slight chest rise, dreadlocks sway RIGHT 3. **Frame 3:** Peak breath, hold 4. **Frame 4:** Exhale, dreadlocks sway LEFT (return to Frame 1) **Key details:** - Dreadlocks (Kai, Gronk) must sway gently (2-3px movement) - Body barely moves (subtle breathing only) - Arms relaxed at sides - Loop: 1โ†’2โ†’3โ†’4โ†’1 (infinite) --- #### **B. WALK (Hoja) - 6 frames** **Purpose:** Normal walking speed **Style:** Classic "hop-step" cozy RPG **Frame breakdown:** 1. **Frame 1:** Contact (left foot forward, touching ground) 2. **Frame 2:** Down (weight shifts, body lowers slightly) 3. **Frame 3:** Passing (both feet together, mid-stride) 4. **Frame 4:** Up (body lifts, slight hop, right foot forward) 5. **Frame 5:** Contact (right foot forward, touching ground) 6. **Frame 6:** Return transition (back to Frame 1 position) **Key details:** - **HOP motion:** Body must lift slightly in air (Frame 4) - **Dreadlocks:** Bounce UP nรคr hop, DOWN nรคr contact - **Arms:** Swing opposite to legs (left arm forward when right leg forward) - **Speed:** 10 FPS playback --- #### **C. WORK (Delo) - 4-6 frames** **Purpose:** Using tools (axe, pickaxe, hoe) **Style:** Kinetic energy, impactful **Frame breakdown (example: Axe chop):** 1. **Frame 1:** Wind-up (axe behind head, body tension) 2. **Frame 2:** Mid-swing (axe arc, motion blur on outlines) 3. **Frame 3:** **IMPACT** (freeze frame, axe hits, screen shake cue) 4. **Frame 4:** Follow-through (axe embedded, body relaxes) 5. **Frame 5:** Pull back (axe lifts) 6. **Frame 6:** Return to idle stance **Key details:** - **Thick black outlines (4-5px) "stretch" during swing** (motion blur effect) - Impact frame (3) should have visual emphasis (stars, wood chips as VFX) - Different tools = different arcs (pickaxe = overhead, hoe = downward) --- #### **D. TRANSFORM (Preobrazba - Zombies only) - 4 frames** **Purpose:** Zombie changes worker role **Style:** Quick "poof" cloud **Frame breakdown:** 1. **Frame 1:** Zombie idle stance (before) 2. **Frame 2:** "Poof" cloud appears (covers zombie completely) 3. **Frame 3:** Cloud at peak (zombie silhouette changing inside) 4. **Frame 4:** Cloud dissipates, zombie in new outfit (after) **Poof cloud details:** - Pastel smoke/dust color with dark gothic edges - Completely obscures zombie during transformation - Should be separate VFX layer (can overlay on any zombie) --- ## 3๏ธโƒฃ STYLE 32 SPECIFICS: ### **Movement Rules:** **โœ… DO:** - **Sharp, clear movements** (roguelike clarity) - **Distinct poses** each frame (no in-betweens) - **Flat color fills** stay clean (NO blurring edges) - **Thick outlines** remain 4-5px throughout - **Hop motion** for walk (classic cozy RPG feel) **โŒ DON'T:** - No soft blurs or gradients - No pixel confusion (muddy colors) - No smooth tweening (motion should be choppy/charming) - No outline thickness changes (keep 4-5px) --- ### **Eye Rules:** **NORMAL (alive, active):** - Eyes stay **WITH PUPILS** (like Kai reference - colored eyes) - Pupils can shift slightly for direction changes - **Example:** Kai looking down = pupils visible, centered **SPECIAL STATES:** - **DEAD:** X_X eyes (cross marks) - **STUNNED:** Spiral eyes @_@ - **SLEEPING:** Closed eyes (horizontal lines) **NOT "empty cult eyes" - Style 32 HAS PUPILS!** โœ… --- ### **Dreadlock Physics:** **Kai & Gronk have dreadlocks = IMPORTANT!** **Rules:** - Dreadlocks always lag behind head movement (delayed follow) - **Jump/hop:** Dreads fly UP (gravity delayed) - **Land:** Dreads fall DOWN (bounce) - **Turn:** Dreads swing in opposite direction (momentum) - **Idle:** Gentle side-to-side sway (breathing motion) **Amount of movement:** - Idle: 2-3px sway - Walk: 5-8px swing - Run: 10-15px dramatic swing - Impact: Full swing 20px+ --- ## 4๏ธโƒฃ SHRANJEVANJE IN POTRJEVANJE: ### **File Structure:** ``` /assets/animations/ โ”œโ”€โ”€ kai/ โ”‚ โ”œโ”€โ”€ idle_down.png (4 frames horizontal strip) โ”‚ โ”œโ”€โ”€ idle_up.png โ”‚ โ”œโ”€โ”€ idle_right.png (left = mirror this!) โ”‚ โ”œโ”€โ”€ walk_down.png (6 frames) โ”‚ โ”œโ”€โ”€ walk_up.png โ”‚ โ”œโ”€โ”€ walk_right.png โ”‚ โ”œโ”€โ”€ work_axe.png (6 frames) โ”‚ โ”œโ”€โ”€ work_pickaxe.png โ”‚ โ””โ”€โ”€ work_hoe.png โ”‚ โ”œโ”€โ”€ gronk/ โ”‚ โ”œโ”€โ”€ idle_front.png (only front view for companion) โ”‚ โ”œโ”€โ”€ walk_down.png โ”‚ โ””โ”€โ”€ vape_exhale.png โ”‚ โ”œโ”€โ”€ ana/ โ”‚ โ”œโ”€โ”€ idle_front.png โ”‚ โ””โ”€โ”€ portraits.png (3 emotions side-by-side) โ”‚ โ”œโ”€โ”€ susi/ โ”‚ โ”œโ”€โ”€ idle_side.png โ”‚ โ””โ”€โ”€ walk_side.png โ”‚ โ””โ”€โ”€ zombiji/ โ”œโ”€โ”€ gardener/ โ”‚ โ”œโ”€โ”€ idle_front.png โ”‚ โ”œโ”€โ”€ walk_down.png โ”‚ โ””โ”€โ”€ work_till.png โ”œโ”€โ”€ miner/ โ”œโ”€โ”€ lumberjack/ โ”œโ”€โ”€ scavenger/ โ””โ”€โ”€ poof_transform.png (shared VFX) ``` --- ### **Quality Checklist (Before โœ…):** **Per animation, verify:** **Visual Match:** - [ ] Colors match MASTER_REFS exactly (eyedropper test) - [ ] Dreadlock color identical (Kai green, Gronk pink) - [ ] Outline thickness 4-5px consistent - [ ] Eyes have pupils (colored, like Kai) - [ ] Chibi proportions maintained (big head, small body) - [ ] Clothing details correct (patches, piercings, etc) **Technical:** - [ ] Chroma green background (#00FF00) clean - [ ] 64ร—64px per frame - [ ] Transparent PNG (alpha channel) - [ ] No green fringing on edges - [ ] Frames aligned properly (no jumping) **Animation:** - [ ] Loop smoothly (last frame โ†’ first frame seamless) - [ ] Dreadlocks physics accurate (lag, bounce) - [ ] Hop motion visible in walk (Frame 4 = up in air) - [ ] Impact frame clear (tool work animations) **When ALL checks pass โ†’ Add โœ… to filename and commit!** --- ## 5๏ธโƒฃ GENERATION WORKFLOW: ### **Step-by-step per animation:** **1. PREPARE:** - Load MASTER_REF for character - Extract exact colors (eyedropper) - Note all details (piercings, patches, etc) **2. GENERATE FRAMES:** - Generate Frame 1 (key pose) - Verify against MASTER_REF - If match โœ… โ†’ continue to Frame 2 - If mismatch โŒ โ†’ regenerate Frame 1 - Repeat for all frames **3. ASSEMBLE SPRITESHEET:** - Combine frames into horizontal strip - Verify spacing (64px per frame) - Check alignment (no wobble) - Test loop (last โ†’ first seamless?) **4. SAVE & MARK:** - Save to correct folder - Add โœ… to commit message - Update production checklist --- ## 6๏ธโƒฃ SPECIAL NOTES PER CHARACTER: ### **KAI:** - Green dreadlocks (exact shade from ref_kai.png) - Multiple piercings visible in ALL frames - Torn hoodie with patches - Backpack visible from behind - **Most complex** - do this character FIRST to set standard! ### **GRONK:** - Pink dreadlocks (exact shade from ref_gronk.png) - Pastel green orc skin - **ALWAYS holding vape pen** (not cigarette!) - Wide baggy shirt (loose fit) - **ONLY 2 ARMS** (common mistake - verify!) ### **ANA:** - **TWIN of Kai** (similar face structure!) - Pink/magenta hair (not dreadlocks) - Tactical vest always visible - Less animations than Kai (only idle + portraits for demo) ### **SUSI:** - Dachshund-shaped (long body, short legs) - Black & orange coloring - Pink collar always visible - Cute hop for walk (exaggerated chibi motion) ### **ZOMBIES:** - ALL use ref_zombie.png as base face/body - ONLY outfit changes between roles - Matted dirty dreadlocks on ALL zombie variants - Gray-green decayed skin (consistent tone) - Shambling walk (slower, heavier than alive characters) --- ## 7๏ธโƒฃ PRODUCTION START ORDER: **Priority sequence (from easiest to hardest):** 1. **โœ… SUSI** (simplest, 2 animations) - Practice/warm-up 2. **โœ… ANA** (simple, mostly static) - Build confidence 3. **โœ… GRONK** (companion, 3 animations) - Moderate complexity 4. **โœ… KAI** (main character, MOST animations) - Full production 5. **โœ… ZOMBIE ROLES** (modular system, 4 roles) - Final push **Per character:** - Start with IDLE (establish baseline) - Then WALK (verify motion works) - Then specialized (WORK, VAPE, etc) --- ## 8๏ธโƒฃ TROUBLESHOOTING: **Common issues & fixes:** โŒ **Problem:** Dreadlocks don't move โœ… **Fix:** Add 2-3px sway in idle, 5-8px in walk โŒ **Problem:** Walk looks like "slide" โœ… **Fix:** Add hop motion (Frame 4 = body UP) โŒ **Problem:** Colors don't match reference โœ… **Fix:** Use eyedropper on MASTER_REF, copy exact hex codes โŒ **Problem:** Outlines inconsistent thickness โœ… **Fix:** Regenerate with "very thick black outlines 4-5px" in prompt โŒ **Problem:** Green fringing on edges โœ… **Fix:** Ensure pure #00FF00 background, no anti-aliasing on edges โŒ **Problem:** Animation doesn't loop โœ… **Fix:** Last frame must transition smoothly back to Frame 1 --- ## โœ… FINAL CONFIRMATION: **Agent, kada zavrลกiลก svaki spritesheet:** 1. Verify against MASTER_REF (pixel-perfect check) 2. Test loop (play all frames, check seamless) 3. Save to `/assets/animations/[character]/` 4. Git commit with "โœ… [Character] [Animation] COMPLETE" 5. Update DEMO_COMPLETE_ASSET_LIST.md checklist 6. Move to next animation **When zie totale animacije za en character = DONE:** - Mark character as โœ… in production tracker - Celebrate! ๐ŸŽ‰ - Move to next character --- ## ๐ŸŽฏ SUCCESS CRITERIA: **Demo is shippable when ALL these have โœ…:** - [ ] Susi (idle, walk) - [ ] Ana (idle, portraits) - [ ] Gronk (idle, walk, vape) - [ ] Kai (idle, walk, workร—3) - [ ] Zombies (4 roles: idle, walk, work each) - [ ] Poof transform effect (shared VFX) **When ALL โœ… โ†’ DEMO ANIMATIONS COMPLETE!** ๐ŸŽ‰๐ŸŽฎ --- **Ready to start with SUSI (warmup character)?** ๐Ÿฆ–โœจ