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novafarma/docs/MASTER_ANIMATION_GUIDE.md
2026-01-20 01:05:17 +01:00

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🎬 MASTER ANIMATION GUIDE - STYLE 32

Agent, slike v MASTER_REFS so zaklenjene.
Zdaj začni z izdelavo animacijskih listov (Spritesheets).
Vsaka animacija mora striktno upoštevati ta pravila:


1 TEHNIČNI FORMAT (Stardew Valley Standard):

Grid Specs:

  • Size: 64×64 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: ⚠️ 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 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: 1→2→3→4→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 när hop, DOWN när 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 STYLE 32 SPECIFICS:

Movement Rules:

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)

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!


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 SHRANJEVANJE IN POTRJEVANJE:

File Structure:

/assets/animations/
├── kai/
│   ├── idle_down.png       (4 frames horizontal strip)
│   ├── idle_up.png
│   ├── idle_right.png      (left = mirror this!)
│   ├── walk_down.png       (6 frames)
│   ├── walk_up.png
│   ├── walk_right.png
│   ├── work_axe.png        (6 frames)
│   ├── work_pickaxe.png
│   └── work_hoe.png
│
├── gronk/
│   ├── idle_front.png      (only front view for companion)
│   ├── walk_down.png
│   └── vape_exhale.png
│
├── ana/
│   ├── idle_front.png
│   └── portraits.png       (3 emotions side-by-side)
│
├── susi/
│   ├── idle_side.png
│   └── walk_side.png
│
└── zombiji/
    ├── gardener/
    │   ├── idle_front.png
    │   ├── walk_down.png
    │   └── work_till.png
    ├── miner/
    ├── lumberjack/
    ├── scavenger/
    └── poof_transform.png  (shared VFX)

Quality Checklist (Before ):

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
  • 64×64px per frame
  • Transparent PNG (alpha channel)
  • No green fringing on edges
  • Frames aligned properly (no jumping)

Animation:

  • Loop smoothly (last frame → 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 → Add to filename and commit!


5 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 → continue to Frame 2
  • If mismatch → 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 → first seamless?)

4. SAVE & MARK:

  • Save to correct folder
  • Add to commit message
  • Update production checklist

6 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 PRODUCTION START ORDER:

Priority sequence (from easiest to hardest):

  1. SUSI (simplest, 2 animations) - Practice/warm-up
  2. ANA (simple, mostly static) - Build confidence
  3. GRONK (companion, 3 animations) - Moderate complexity
  4. KAI (main character, MOST animations) - Full production
  5. 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 TROUBLESHOOTING:

Common issues & fixes:

Problem: Dreadlocks don't move
Fix: Add 2-3px sway in idle, 5-8px in walk

Problem: Walk looks like "slide"
Fix: Add hop motion (Frame 4 = body UP)

Problem: Colors don't match reference
Fix: Use eyedropper on MASTER_REF, copy exact hex codes

Problem: Outlines inconsistent thickness
Fix: Regenerate with "very thick black outlines 4-5px" in prompt

Problem: Green fringing on edges
Fix: Ensure pure #00FF00 background, no anti-aliasing on edges

Problem: Animation doesn't loop
Fix: Last frame must transition smoothly back to Frame 1


FINAL CONFIRMATION:

Agent, kada završiš 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 " [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 in production tracker
  • Celebrate! 🎉
  • Move to next character

🎯 SUCCESS CRITERIA:

Demo is shippable when ALL these have :

  • Susi (idle, walk)
  • Ana (idle, portraits)
  • Gronk (idle, walk, vape)
  • Kai (idle, walk, work×3)
  • Zombies (4 roles: idle, walk, work each)
  • Poof transform effect (shared VFX)

When ALL → DEMO ANIMATIONS COMPLETE! 🎉🎮


Ready to start with SUSI (warmup character)? 🦖