70 lines
2.7 KiB
Markdown
70 lines
2.7 KiB
Markdown
---
|
|
name: game-character-consistency
|
|
description: >
|
|
Deep guide for CHARACTER IDENTITY across images: turnarounds (front/side/
|
|
back), state and damage variants, palette swaps, equipment changes, and
|
|
same-character-in-context sets. Use whenever generating character
|
|
turnarounds, character sheets, variants of an existing sprite, or any
|
|
same-subject multi-image set. Complements game-asset-core.
|
|
metadata:
|
|
short-description: "Same character, every image"
|
|
user-invocable: false
|
|
---
|
|
|
|
# Character Consistency
|
|
|
|
The product is the IDENTITY, not any single image.
|
|
Users state WHAT they need, not how — apply everything here even when
|
|
the request never mentions it.
|
|
|
|
|
|
## 1. Asymmetry bookkeeping (turnarounds)
|
|
|
|
Before prompting, write the side-map table for every view. Example: "her
|
|
left arm sleeved" →
|
|
|
|
| view | sleeved arm appears on | staff hand appears on |
|
|
|-------|------------------------|----------------------|
|
|
| front | viewer's RIGHT | (as designed) |
|
|
| right profile | near side = her right = BARE | ... |
|
|
| back | viewer's LEFT | mirrored from front |
|
|
|
|
Prompt each view with VIEWER-relative words from this table, never
|
|
body-relative words. Verify each output against the table, not the original
|
|
sentence.
|
|
|
|
## 2. Hands and props
|
|
|
|
- A held item must be GRIPPED: check the hand-object contact point in every
|
|
image. A staff floating beside an open hand = fail.
|
|
- The item stays in the SAME hand across all views/frames (mirror it
|
|
correctly in back views).
|
|
|
|
## 3. Edit-chain protocol
|
|
|
|
- One base image; every view/variant/state via `imagine_image_to_image` with the base
|
|
`file_path` (or the nearest neighbor view): "Keep this exact character — same
|
|
face, colors, proportions, outfit, scale, background — change only <X>."
|
|
- Views must be genuinely rotated (a side view is a strict profile: nose,
|
|
chest, toes all pointing at the frame edge), not three slightly-turned
|
|
fronts.
|
|
- KEEP THE STYLE WORDS in every edit prompt ("stylized 2D game art, cel
|
|
shading" or whatever the set uses). Edits without style words drift
|
|
toward photorealism.
|
|
|
|
## 4. Variants (damage / palette / equipment)
|
|
|
|
- State the freeze-list first in the prompt (pose, framing, background,
|
|
everything not being changed), then the single change.
|
|
- Damage states are STATES, not action frames: worn, cracked, dented — no
|
|
debris flying mid-air.
|
|
- Verify by viewing base and variant together: background hue, framing,
|
|
proportions, and all unrequested details must match. Escalating states
|
|
(hurt → critical) must be strictly ordered when viewed as a set.
|
|
|
|
## 5. Verify
|
|
|
|
For every image in the set, describe blind: which side has the marker
|
|
detail, what's in each hand, face/proportion match to base. One mismatch =
|
|
targeted retry of that image only.
|