53 lines
2.2 KiB
Markdown
53 lines
2.2 KiB
Markdown
# SpriteForge Studio workflow
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Studio is a local browser application. Images and project decisions stay in a
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chosen project directory; API tokens are never stored there.
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```powershell
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pip install -e .
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sf studio C:\art\my_game --init --id my_game --name "My Game"
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```
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The normal authoring loop is:
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1. Write the global style bible once.
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2. Create an asset and set its generation canvas and final in-game box.
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3. Add one or more approved appearance references.
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4. Create an animation grid (for example 8 directions and 6 frames).
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5. Add pose/depth controls, generate candidates and approve one per shot.
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6. Use an inpainting mask to regenerate only a bad region. White pixels are
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editable; black pixels are protected.
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7. Set alpha threshold/chroma key if required, adjust normalized pivot, Export.
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Use **Approved preview** to play a selected animation and direction. Assets in
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the same layer group are composited by `layer_order`, so body/armour/weapon
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alignment can be checked before export. When frame N is generated, the approved
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frame N-1 is automatically exposed to ComfyUI as `CONTROL_PREVIOUS` for a
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low-denoise temporal img2img branch.
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Every edit creates a content-addressed project revision. **Revision history**
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can restore an earlier state without destroying the current one. Cloning an
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asset copies its references, settings, controls and complete shot grid but not
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its candidates; this is the normal way to create synchronized equipment layers.
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Run validation from the UI or without images:
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```powershell
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sf studio-validate C:\art\my_game
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```
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The report covers missing approvals, ragged grids, broken media, empty
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silhouettes, strong temporal silhouette drift, failed jobs and incompatible
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paperdoll layers.
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`Pipeline test` produces labelled cards without a GPU. It exists to verify the
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complete queue, review, persistence and export path and is not an art backend.
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Generation source canvases should normally be 512x512. A 60x60 unit is reduced
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only during export. Large bosses may use 768x768 or 1024x1024 sources and export
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up to a 600x600 in-game box.
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Export refuses incomplete rectangular animation grids. Every animation must
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have one approved candidate for every direction and frame. This prevents a
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missing direction from silently becoming the wrong runtime frame.
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