@docyrus/animaguru 0.14.0 → 0.16.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +18 -3
- package/dist/animaguru.js +479 -312
- package/package.json +1 -1
- package/skills/animaguru/SKILL.md +7 -1
- package/skills/animaguru/references/sprites.md +1 -1
- package/skills/animaguru-video/SKILL.md +4 -0
package/package.json
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@@ -39,7 +39,7 @@ CLI/API balances, estimates, credit ranges and queued-job receipts use AnimaGuru
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## Standalone images, video, music and speech
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CLI 0.4.0 adds `assets generate`, `assets submit`, `assets list`, and `assets download`. Use `assets list PROJECT_ID` to discover saved assets and configured provider models. Create
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CLI 0.4.0 adds `assets generate`, `assets submit`, `assets list`, and `assets download`. Use `assets list PROJECT_ID` to discover saved assets and configured provider models. Create asset projects with `projects create --name NAME`. Projects have no art style; choose the style for each sprite with `generate --style` or `files import --style`.
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```sh
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animaguru assets generate PROJECT_ID --type image --name "Forest" \
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`jobs wait` tracks only the specified job. Drawing can queue follow-up animations: inspect `jobs list` and wait for the relevant jobs before exporting. A timeout or CLI exit does not cancel server work. Inspect existing jobs before retrying a paid submission to avoid duplicate charges. Report failed jobs and their errors instead of repeatedly submitting the same work.
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`projects move PROJECT_ID --to OTHER_PROJECT_ID [--characters SLUG,SLUG] [--assets ASSET_ID] [--avatars GROUP_ID]` moves work between projects for free: characters with all their animations, saved assets and the project's own avatars. Use it to gather work into one project instead of regenerating it; it needs CLI 0.16.0.
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`files export` downloads a ZIP and refuses to overwrite an existing file. Choose a fresh output path. Inspect the exported manifest and actual assets before integrating them into the game or app; use their real dimensions, frame ordering, and animation metadata.
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## Shared workspace commands
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`animaguru motion search DESCRIPTION [--category ID] [--labels a,b] [--code]` finds ready-made PixiJS motion examples (kinetic typography, app UI and more) built on the video film kit; `animaguru motion get ID --write src/scenes` installs one into a film. See the `animaguru-video` skill. Searching is free.
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## Asset library
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Pro and Team accounts: `animaguru library search DESCRIPTION [--type sprite|image|video|music|speech|sfx] [--labels a,b]` finds ready-made assets; `animaguru library import ID --project PROJECT_ID` copies one into a project and `animaguru library download ID --output DIR` saves its files. Search it before generating common assets (whooshes, background music, stock clips, characters); importing spends no credits.
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## On demand
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Read these only when the task needs them:
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Custom motions require 2–12 frame descriptions, a 20–600 character prompt, and 4–24 fps. Explicit model flags override selections in the JSON file.
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Import reference artwork with `animaguru files import PROJECT_ID --file knight.png --name Knight --description "Keep the blue armor" --yes`. PNG, JPEG, and WebP are accepted up to 10 MB. When configured, the service redraws the reference and charges credits; otherwise it imports the original artwork.
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Import reference artwork with `animaguru files import PROJECT_ID --file knight.png --name Knight --style pixel --description "Keep the blue armor" --yes`. PNG, JPEG, and WebP are accepted up to 10 MB. `--style` picks the art style to redraw it in (projects have none; without it the drawing is hd-cartoon, and it needs CLI 0.16.0). When configured, the service redraws the reference and charges credits; otherwise it imports the original artwork.
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Before choreographing a scene from scratch, search the AnimaGuru motion library for a finished example to start from: `animaguru motion search DESCRIPTION [--category ID] [--labels mobile,dark]` (natural language and keywords both work; `animaguru motion categories` lists the categories, such as `kinetic-typography` and `application-ui`). Each result describes what it looks like, its labels, techniques and duration. `animaguru motion get ID` prints its timed beats, options and code; `animaguru motion get ID --write src/scenes` (or `animations/NAME/src/scenes` in a workspace, where the kit import is rewritten for `runtime/kit`) writes the scene and its shared modules. Call its entry function from `build()` with `{ at }`, an area (`x, y, width, height`) and your copy, colors and fonts, then adapt the choreography to the brief rather than shipping the sample copy. The MCP tools `search_motion_examples` and `get_motion_example` return the same data. Search needs `animaguru auth login`; it spends no credits.
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## Asset library
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Pro and Team accounts can take ready-made music, sound effects, voice-overs, clips, images and sprites from the AnimaGuru asset library instead of generating them: `animaguru library search DESCRIPTION --type music|sfx|speech|video|image|sprite` (natural language and keywords). `animaguru library download ID --output public/assets/` saves a file into the film (sprites save their sheets with `animation.json` frame rectangles and timing); `animaguru library import ID --project PROJECT_ID` adds it to a cloud project instead. Prefer a library whoosh or background track over generating one; it spends no credits.
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## Voiceover, music and captions
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1. Generate the lines in one call: a batch file with shared speech defaults and one `{ name, prompt }` per segment, `animaguru assets batch PROJECT_ID --file production/generation/vo-lines.json --dry-run`, then `--yes --download production/audio/vo/`. Generate music with `assets generate … --type music --yes --download production/audio/music/`. See the `animaguru` skill for authorization.
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