11 KiB
🎬 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:
1️⃣ 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]
2️⃣ SEZNAM OSNOVNIH ANIMACIJ:
ALL CHARACTERS Need:
A. IDLE (Mirovanje) - 4 frames
Purpose: Character standing still, breathing
Duration: Loop seamlessly
Frame breakdown:
- Frame 1: Neutral stance, start of breath IN
- Frame 2: Slight chest rise, dreadlocks sway RIGHT
- Frame 3: Peak breath, hold
- 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:
- Frame 1: Contact (left foot forward, touching ground)
- Frame 2: Down (weight shifts, body lowers slightly)
- Frame 3: Passing (both feet together, mid-stride)
- Frame 4: Up (body lifts, slight hop, right foot forward)
- Frame 5: Contact (right foot forward, touching ground)
- 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):
- Frame 1: Wind-up (axe behind head, body tension)
- Frame 2: Mid-swing (axe arc, motion blur on outlines)
- Frame 3: IMPACT (freeze frame, axe hits, screen shake cue)
- Frame 4: Follow-through (axe embedded, body relaxes)
- Frame 5: Pull back (axe lifts)
- 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:
- Frame 1: Zombie idle stance (before)
- Frame 2: "Poof" cloud appears (covers zombie completely)
- Frame 3: Cloud at peak (zombie silhouette changing inside)
- 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)
3️⃣ 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+
4️⃣ 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!
5️⃣ 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
6️⃣ 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)
7️⃣ PRODUCTION START ORDER:
Priority sequence (from easiest to hardest):
- ✅ SUSI (simplest, 2 animations) - Practice/warm-up
- ✅ ANA (simple, mostly static) - Build confidence
- ✅ GRONK (companion, 3 animations) - Moderate complexity
- ✅ KAI (main character, MOST animations) - Full production
- ✅ 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)
8️⃣ 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:
- Verify against MASTER_REF (pixel-perfect check)
- Test loop (play all frames, check seamless)
- Save to
/assets/animations/[character]/ - Git commit with "✅ [Character] [Animation] COMPLETE"
- Update DEMO_COMPLETE_ASSET_LIST.md checklist
- 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)? 🦖✨