pixelkiln 0.70.1 → 0.72.0
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/PROVIDERS.md +1 -1
- package/dist/cli.js +70 -15
- package/dist/cli.js.map +1 -1
- package/dist/client/gallery.css +15 -0
- package/dist/client/gallery.js +369 -9
- package/dist/index.cjs +70 -15
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +88 -55
- package/dist/index.d.ts +88 -55
- package/dist/index.js +70 -15
- package/dist/index.js.map +1 -1
- package/docs/CHARACTERS.md +13 -0
- package/docs/GENERATORS.md +1 -1
- package/docs/REVISIONS.md +11 -3
- package/package.json +1 -1
- package/schema/manifest.schema.json +1 -0
- package/skills/pixelkiln/references/pixellab-roadmap.md +6 -0
- package/skills/pixelkiln/references/pixellab.md +8 -1
- package/skills/pixelkiln/references/revisions.md +3 -2
package/docs/CHARACTERS.md
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@@ -199,6 +199,19 @@ the loop and accepts or rejects it whole. One asset per direction; declare
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another asset for another direction, or a [mirror](#mirrors) of this one
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for the direction that faces the other way.
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`mode: "skeleton-v3"` takes the same `template` and poses it onto the
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character with PixelLab's skeleton video model, which moves the character
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rather than redrawing it every frame: steadier identity and colours than a
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plain template loop, at 2 to 4 generations and 3 to 5 minutes per
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direction (plan budgets 4). It is beta and needs a Tier 1 PixelLab plan or
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higher, and it is sent to `/characters/animations`, the endpoint that
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documents it; every other mode keeps using `/animate-character`. Like a
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template loop it takes no `frames` and needs no prompt of its own.
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```jsonc
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"mira.walk": { "animation": { "of": "mira", "template": "walk", "mode": "skeleton-v3", "directions": ["south", "west", "north"] } }
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```
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### Pose frames and other loop controls
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A v3 loop can start and end where you say. `startFrame` is a
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package/docs/GENERATORS.md
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@@ -17,7 +17,7 @@ account; [ENDPOINTS.md](./ENDPOINTS.md) contains the detailed experiments.
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| Larger or non-square scene or background, up to 792 wide and 688 tall | `imagePro` | 40 generations flat | 1–64 by size |
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| Controlled pose/expression sequence in ComfyUI | `frames` | 0 `free` provider units | one atomic ordered set |
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| Animated GIF or spritesheet from Retro Diffusion | `animation` | $0.07–$0.25 per animation (published price) | 1 GIF or PNG sheet |
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| A character facing 4 or 8 directions, its poses, and its animations | `character` | 1 per base (standard), 20–40 per pose or portrait, 1 per template loop, 20 per outfit (measured once) | one set of directions, one ordered loop, or one portrait |
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| A character facing 4 or 8 directions, its poses, and its animations | `character` | 1 per base (standard), 20–40 per pose or portrait, 1 per template loop (2–4 as `skeleton-v3`), 20 per outfit (measured once) | one set of directions, one ordered loop, or one portrait |
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| A prop, creature, or vehicle with rotations, states, or loops but no character rig | `objectPro` | about 6 per base at 64px (unmeasured) | one set of directions, or one ordered loop |
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| UI chrome — panels, buttons, health bars, toolbars | `uiAsset` | 20 generations (measured once, at 256x192) | 1 composited image |
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| One UI element from a description, 16px and up, optionally guided by a concept image | `uiElement` | 20–40 generations (unmeasured) | 1 image |
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package/docs/REVISIONS.md
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@@ -72,11 +72,19 @@ in the project, from pasted JSON, or from "Estimate poses", which runs
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PixelLab's `estimate-skeleton` on the sprite (a direct call on your account,
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confirmed first and kept apart from the generation budget; at most
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`--estimate-limit` per session, default 10; square 16–256px sprites only) and
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fills in the starting pose and four frames to edit.
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fills in the starting pose and four frames to edit. The poses open in a
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drag-to-edit pose editor: the sprite with the pose being edited over it and
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the previous pose faint underneath, a frame strip, and tools to copy the
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previous pose, mirror a pose left to right, add or remove frames (3 to 15),
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play the motion, and undo. Arrow keys nudge the selected joint and `,`/`.`
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step frames. Dragging rewrites the JSON beside it, and editing the JSON
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redraws the editor. Saving writes the keypoints file inside the project
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(never over an existing file unless asked, and removed again if the manifest
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refuses the asset) and adds the revision. An `animate-skeleton` record's
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Lineage section draws its poses over its parent the same way
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Lineage section draws its poses over its parent the same way, and "Edit
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poses" opens the same editor on its keypoints file. Saving rewrites the file
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only if it still holds what the page loaded (an edit made elsewhere since is
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refused, not overwritten), and the animation is stale until generated again.
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## Inpainting
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package/package.json
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## Already closed since this catalog's research began
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- **Skeleton-v3 template loops** — `/characters/animations`'
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`mode: "skeleton-v3"` poses a template with the skeleton video model
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(2 to 4 generations and 3 to 5 minutes per direction, beta, Tier 1 and
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up). Now a character loop's `mode: "skeleton-v3"`; see
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`docs/CHARACTERS.md`. Not yet billed live.
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- **Masked inpainting and whole-image editing** — was the single largest gap
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found (routine in at least 6 of the 26 tutorials). Now the `revision` asset
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shape's `inpaint` and `image-to-image` modes; see `docs/REVISIONS.md`.
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| `tiles` | Ground variations or connected structures | 20–40 generations |
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| `terrain` | A two-terrain Wang tileset for elevation (grass-to-water, floor-to-cliff) | Unmeasured; borrows the same 20–40 canvas tiers |
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| `imagePro` | A larger or non-square background/scene, or real style transfer | **40 generations flat**, any size |
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| `character` | A character in 4 or 8 directions, its poses (`state`), its loops (`animation`), bust `portrait`s, and `outfit` transfers onto a loop | 1 per standard base, 6 per pro-flash base at 64px (1 from a `reference`), 20–40 per pose or portrait, 1 per template loop per direction, 20 per outfit (measured once) |
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| `character` | A character in 4 or 8 directions, its poses (`state`), its loops (`animation`), bust `portrait`s, and `outfit` transfers onto a loop | 1 per standard base, 6 per pro-flash base at 64px (1 from a `reference`), 20–40 per pose or portrait, 1 per template loop per direction (2–4 as `skeleton-v3`), 20 per outfit (measured once) |
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| `objectPro` | A prop, creature, or vehicle that needs rotations, states, or loops but has no character rig | 6 per base at 64px (1 from a `reference`), **unmeasured**; assumed to match `character` pro-flash |
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| `isometricTile` | One standalone isometric tile (a raised mesa, a cliff block), 16–64px | **1 generation, measured once** (32px `block`) |
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| `uiAsset` | A UI panel, button, health bar, or other chrome, from precise `pieces` and/or named `elements` | **20 generations, measured once** (256×192); the borrowed canvas-tier estimate still predicts 40 |
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estimating its budget; set it `false` only when the caller will supply its
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own first frame downstream.
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`"mode": "skeleton-v3"` with a `template` poses that template onto the
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character with PixelLab's skeleton video model instead of redrawing each
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frame: the steadiest template loop, 2 to 4 generations and 3 to 5 minutes
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per direction (plan budgets 4), beta, Tier 1 plans and up. Prefer it over a
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plain template loop when identity drift matters and the account qualifies;
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plain `template` stays the 1-generation option.
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A named `template` loop (`walk`, `breathing-idle`, and similar) is trained
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mostly on characters with empty hands, and reliably struggles once a
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character holds an item — a weapon, a tool, anything gripped. For a
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asset"), once the parent has usable pixels. On a single PixelLab sprite,
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"+ Skeleton animation" creates an `animate-skeleton` revision: poses from a
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project file, pasted JSON, or "Estimate poses" (one confirmed, un-budgeted
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PixelLab call),
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PixelLab call), edited in a drag-to-edit pose editor over the sprite,
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written into the project on save. "Edit poses" on an existing
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`animate-skeleton` record reopens the editor on its keypoints file. It does not offer `inpaint` (needs a mask upload), `outpaint`,
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`reduce-colors`, `correct-pixelart`, `animate`, `animate-pixminimax`,
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`interpolate`, or `edit-animation` yet, so add those by hand.
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- Before an outside image becomes a `styleImages` or `reference` path,
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