pixelkiln 0.89.3 → 0.89.4
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/CONTRIBUTING.md +6 -0
- package/dist/cli.js +33 -5
- package/dist/cli.js.map +1 -1
- package/dist/index.cjs +33 -5
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.cts +5 -0
- package/dist/index.d.ts +5 -0
- package/dist/index.js +33 -5
- package/dist/index.js.map +1 -1
- package/docs/CHARACTERS.md +9 -0
- package/docs/ENDPOINTS.md +8 -0
- package/docs/PIXELLAB.md +2 -2
- package/package.json +1 -1
- package/skills/pixelkiln/references/pixellab.md +5 -1
package/docs/CHARACTERS.md
CHANGED
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@@ -209,6 +209,15 @@ 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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It needs a character PixelLab stored a 3D skeleton for. A `v3` base has
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one (a `skeleton-v3` loop on it billed 3 generations live). A `standard`
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base has none: PixelLab answers `POST /characters/animations` with a bare
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500 (`Failed to start any animation jobs`, nothing billed) and, asked,
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says to use `mode: "template"` for that character. `plan` and `validate`
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refuse the combination and name the engine. `pro` and `pro-flash` bases
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are not refused, but a `skeleton-v3` loop on one is unverified; try a
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single direction before a batch.
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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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package/docs/ENDPOINTS.md
CHANGED
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@@ -781,6 +781,14 @@ one size; the higher cost tiers are still unconfirmed under
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carries `usage` once the job is gone, completed or not. `poll` reads the
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object/character for the result but would need this same job id, still
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polled separately today, to learn what it actually cost.
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- **A v3 character base once recorded `billed: {amount: 0, unit: "usd"}`**
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against an estimate of 2 generations while the submit reported 1
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generation consumed. Its job record had expired before the shape could be
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read (jobs are deleted 8 hours after finishing, and the lock had dropped
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the job id), so the real `usage` is unseen; `GET /characters/{id}` carries
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none. `poll` now treats a dollar-denominated zero as not known, tries
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`last_response.billing_usage`, and keeps `backgroundJobId` in the
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character's lock metadata.
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- **`inpaint-v3` and `edit-images-v2` both confirmed live at their floor
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size**: a 32×32 masked inpaint and a separate 32×32 whole-image edit each
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billed exactly 20 generations, both matching a balance diff taken after.
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package/docs/PIXELLAB.md
CHANGED
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@@ -125,8 +125,8 @@ Each has been billed live and matched the plan: Pro sets at 32px (15) and
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64px (25, 25 tiles at transition 0.5), a second set connected to the first
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(15), standard sets (3 each), a sidescroller set (3), a 64×64 `imagePro`
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call with the Game Boy palette (10, every pixel one of its four colours), a
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lite described effect (1), and normal maps (0.5 each). The home page
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the results.
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lite described effect (1), and normal maps (0.5 each). The home page's latest
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updates section shows the results.
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## Learn from PixelLab's tutorials
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package/package.json
CHANGED
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@@ -388,7 +388,11 @@ 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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plain `template` stays the 1-generation option. It needs a base with a
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stored 3D skeleton: a `v3` base has one (measured, 3 generations); a
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`standard` base has none, so PixelLab answers a bare 500 and pixelkiln
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refuses the loop at `plan`/`validate`, pointing at `mode: "template"`. `pro`
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and `pro-flash` bases are not refused but are unverified.
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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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