pixelkiln 0.82.0 → 0.83.0
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/dist/cli.js +27 -4
- package/dist/cli.js.map +1 -1
- package/dist/client/gallery.js +105 -7
- package/dist/index.cjs +27 -4
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +516 -8
- package/dist/index.d.ts +516 -8
- package/dist/index.js +27 -4
- package/dist/index.js.map +1 -1
- package/docs/AGENTS.md +4 -2
- package/docs/CHARACTERS.md +4 -3
- package/docs/PIXELLAB.md +9 -1
- package/docs/REVISIONS.md +9 -4
- package/package.json +1 -1
- package/skills/pixelkiln/references/pixellab.md +11 -8
- package/skills/pixelkiln/references/revisions.md +13 -10
package/docs/AGENTS.md
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@@ -59,8 +59,10 @@ state transitions, and output placement.
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## Providers, PixelLab MCP, and PixelKiln
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The [official PixelLab MCP server](https://github.com/pixellab-code/pixellab-mcp)
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gives an agent direct PixelLab creation tools
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gives an agent direct PixelLab creation tools, plus `pixelart_workbench` for
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linting, scoring, shading, and repairing art that already exists (MCP-only;
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see [Set up PixelLab](./PIXELLAB.md)). It is complementary to PixelKiln, not a
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replacement:
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| Layer | Responsibility |
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package/docs/CHARACTERS.md
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@@ -181,9 +181,10 @@ biped on `mannequin`, or one of the quadruped templates. A character that
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is neither (a round robot, a slime) gets a walk from text on the v3
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engine instead; a template on it either fails upstream (`custom`
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template) or redraws the character as the biped it expected. PixelLab's
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"Skeleton V3"
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"Skeleton V3" update is the separate `skeleton-v3` mode described below, not
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a change to plain `template` loops: the tutorial that announced it says the
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original templates were not recommended for quality, and recommends the new
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model for the same template names.
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An animation is one loop of one character (`animation.of`, a base or a
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state) in one `direction`. With a `template` (PixelLab's `walk`,
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package/docs/PIXELLAB.md
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is a deliberately partial surface: "the API provides everything that the
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MCP doesn't." Good for ad hoc, conversational generation; it has no concept
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of a project's state, a budget, or what has already been paid for.
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Complements PixelKiln rather than competing with it.
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Complements PixelKiln rather than competing with it. It also carries
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`pixelart_workbench`, a free-for-subscribers command line for art you
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already have: `lint`, `score`, `inspect`, and `compare` report defects, and
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`shade`, `selout`, and `repair` return an improved copy under a new id.
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PixelLab's endpoint list has no matching REST call, so PixelKiln cannot
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drive it, and its subjects are account ids or image references, never file
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paths. Use it for a quick check or touch-up in conversation, then download
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the result and declare it as an asset's `source` to bring it under the
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manifest.
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- **PixelLab's editor plugins for Aseprite and Pixelorama**, which bring
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PixelLab's create/edit/inpaint/animate/interpolate/reduce-colors tools into
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an existing pixel-art editor's own canvas and layers. Good for a human
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package/docs/REVISIONS.md
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**From the gallery** (`pixelkiln gallery --edit`): open a completed or
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committed asset's drawer and use "+ New revision" under "Revisions from this
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asset" to create
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asset" to create a child of it. On a PixelLab sprite the mode picker offers
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`image-to-image`, `animate`, `animate-pixminimax`, `reduce-colors`, and
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`correct-pixelart`; on a PixelLab frame set (or a character's directions) it
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offers `edit-animation`, `reduce-colors`, and `correct-pixelart`, which take
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the whole set. Other providers get `image-to-image`. The form asks only for
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the new asset id, the instruction or motion, and the mode's own options
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(strength, frames, fps, colours, dithering). The button only
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appears once the parent has usable pixels (committed `source`, a current
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downloaded generation, or a current approved quality output); the plan still
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reports `blocked` with the real reason if that turns out wrong once the asset
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exists. `inpaint` needs a mask upload
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still
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exists. `inpaint` needs a mask upload and `interpolate` an ending keyframe, and
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the gallery offers neither, so those still have to be added by hand.
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"+ Skeleton animation", beside it on a single PixelLab sprite, creates an
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`animate-skeleton` child instead. The poses come from a keypoints file already
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package/package.json
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explicit prompt naming the held item and the motion (e.g. "knight holding a
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sword, walking loop") instead of expecting the template to carry it.
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PixelLab's own tutorials
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PixelLab's own tutorials announce "Skeleton V3" as the quality jump for named
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templates, and that is the `skeleton-v3` mode above, not a change to plain
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`template`: the tutorial says the original templates were not recommended
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for quality, and the new model is — "the movement is much more usable...
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much more stable." For a body the skeleton fits, prefer `skeleton-v3` over
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both a plain template and a custom v3 loop when the account is Tier 1+ and
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2 to 4 generations a direction is acceptable; plain `template` stays the
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1-generation option at its earlier quality. The held-item caveat above was
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written about plain templates, and whether `skeleton-v3` shares it is
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unmeasured. PixelLab has announced a further Skeleton V3 revision, so recheck
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`animate_character`'s tool schema before assuming today's behaviour.
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A pose-only `state` edit (a walk mid-step, a hurt pose) can turn the
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character sideways or away from the camera by default, even on a prompt that
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changed input must stop the run before provider work begins.
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- In candidate review, compare the source beside every output. Reject
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silhouette or layout drift before post-processing.
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- `pixelkiln gallery --edit` can create
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- `pixelkiln gallery --edit` can create a revision directly from a parent's
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drawer ("+ New revision" under "Revisions from this asset"), once the parent
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has usable pixels: on a PixelLab sprite `image-to-image`, `animate`,
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`animate-pixminimax`, `reduce-colors`, or `correct-pixelart`; on a PixelLab
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frame set (or a character's directions) `edit-animation`, `reduce-colors`,
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or `correct-pixelart`; on other providers `image-to-image`. On a single
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PixelLab sprite, "+ Skeleton animation" creates an `animate-skeleton`
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revision: poses from a project file, pasted JSON, or "Estimate poses" (one
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confirmed, un-budgeted PixelLab call), edited in a drag-to-edit pose editor
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over the sprite, written into the project on save. "Edit poses" on an
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existing `animate-skeleton` record reopens the editor on its keypoints file.
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It does not offer `inpaint` (needs a mask upload), `outpaint`, or
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`interpolate` (needs an ending keyframe), so add those by hand.
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- Before an outside image becomes a `styleImages` or `reference` path,
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suggest `pixelkiln unzoom --from <file>`: upscaled pixel art (every art
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pixel a block of screen pixels) degrades every reference-taking PixelLab
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