spritekiln 0.1.0__tar.gz
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.
- spritekiln-0.1.0/.gitignore +24 -0
- spritekiln-0.1.0/LICENSE +38 -0
- spritekiln-0.1.0/LICENSES/CC0-1.0.txt +121 -0
- spritekiln-0.1.0/LICENSES/LicenseRef-Showcase.txt +18 -0
- spritekiln-0.1.0/LICENSES/MIT.txt +21 -0
- spritekiln-0.1.0/PKG-INFO +209 -0
- spritekiln-0.1.0/README.md +163 -0
- spritekiln-0.1.0/docs/agent/animation.md +71 -0
- spritekiln-0.1.0/docs/agent/art-direction.md +42 -0
- spritekiln-0.1.0/docs/agent/modeling.md +50 -0
- spritekiln-0.1.0/docs/agent/recipe.md +41 -0
- spritekiln-0.1.0/docs/agent/spec.md +204 -0
- spritekiln-0.1.0/docs/agent/splash-to-model.md +75 -0
- spritekiln-0.1.0/docs/agent/workflow.md +71 -0
- spritekiln-0.1.0/docs/format.md +138 -0
- spritekiln-0.1.0/integrations/godot/addons/pxforge/README.md +15 -0
- spritekiln-0.1.0/integrations/godot/addons/pxforge/icon.svg +1 -0
- spritekiln-0.1.0/integrations/godot/addons/pxforge/plugin.cfg +7 -0
- spritekiln-0.1.0/integrations/godot/addons/pxforge/plugin.gd +17 -0
- spritekiln-0.1.0/integrations/godot/addons/pxforge/px_sprite_2d.gd +319 -0
- spritekiln-0.1.0/integrations/godot/addons/spritekiln/LICENSE +21 -0
- spritekiln-0.1.0/integrations/godot/addons/spritekiln/README.md +28 -0
- spritekiln-0.1.0/integrations/godot/addons/spritekiln/icon.svg +1 -0
- spritekiln-0.1.0/integrations/godot/addons/spritekiln/kiln_builder.gd +118 -0
- spritekiln-0.1.0/integrations/godot/addons/spritekiln/kiln_sprite_2d.gd +390 -0
- spritekiln-0.1.0/integrations/godot/addons/spritekiln/plugin.cfg +7 -0
- spritekiln-0.1.0/integrations/godot/addons/spritekiln/plugin.gd +63 -0
- spritekiln-0.1.0/integrations/godot/assetlib/LISTING.md +26 -0
- spritekiln-0.1.0/integrations/godot/assetlib/icon.png +0 -0
- spritekiln-0.1.0/integrations/godot/assetlib/screenshot_attack.png +0 -0
- spritekiln-0.1.0/integrations/godot/assetlib/screenshot_walk.png +0 -0
- spritekiln-0.1.0/integrations/monogame/KilnLit.fx +92 -0
- spritekiln-0.1.0/integrations/monogame/KilnSprite.cs +295 -0
- spritekiln-0.1.0/integrations/unity/CHANGELOG.md +5 -0
- spritekiln-0.1.0/integrations/unity/CHANGELOG.md.meta +7 -0
- spritekiln-0.1.0/integrations/unity/Editor/Json.cs +144 -0
- spritekiln-0.1.0/integrations/unity/Editor/Json.cs.meta +2 -0
- spritekiln-0.1.0/integrations/unity/Editor/KilnImporter.cs +247 -0
- spritekiln-0.1.0/integrations/unity/Editor/KilnImporter.cs.meta +2 -0
- spritekiln-0.1.0/integrations/unity/Editor/SpriteKiln.Editor.asmdef +7 -0
- spritekiln-0.1.0/integrations/unity/Editor/SpriteKiln.Editor.asmdef.meta +7 -0
- spritekiln-0.1.0/integrations/unity/Editor.meta +8 -0
- spritekiln-0.1.0/integrations/unity/LICENSE.md +21 -0
- spritekiln-0.1.0/integrations/unity/LICENSE.md.meta +7 -0
- spritekiln-0.1.0/integrations/unity/README.md +56 -0
- spritekiln-0.1.0/integrations/unity/README.md.meta +7 -0
- spritekiln-0.1.0/integrations/unity/Runtime/KilnAnimator.cs +278 -0
- spritekiln-0.1.0/integrations/unity/Runtime/KilnAnimator.cs.meta +2 -0
- spritekiln-0.1.0/integrations/unity/Runtime/KilnSheet.cs +109 -0
- spritekiln-0.1.0/integrations/unity/Runtime/KilnSheet.cs.meta +2 -0
- spritekiln-0.1.0/integrations/unity/Runtime/SpriteKiln.Runtime.asmdef +6 -0
- spritekiln-0.1.0/integrations/unity/Runtime/SpriteKiln.Runtime.asmdef.meta +7 -0
- spritekiln-0.1.0/integrations/unity/Runtime.meta +8 -0
- spritekiln-0.1.0/integrations/unity/Samples~/Gargoyle/GargoyleDemo.cs +137 -0
- spritekiln-0.1.0/integrations/unity/Samples~/Gargoyle/gargula.kiln +8021 -0
- spritekiln-0.1.0/integrations/unity/Samples~/Gargoyle/gargula.png +0 -0
- spritekiln-0.1.0/integrations/unity/Samples~/Gargoyle/gargula_emissive.png +0 -0
- spritekiln-0.1.0/integrations/unity/Samples~/Gargoyle/gargula_normal.png +0 -0
- spritekiln-0.1.0/integrations/unity/package.json +32 -0
- spritekiln-0.1.0/integrations/unity/package.json.meta +7 -0
- spritekiln-0.1.0/pxforge/__init__.py +41 -0
- spritekiln-0.1.0/pxforge/__main__.py +4 -0
- spritekiln-0.1.0/pyproject.toml +121 -0
- spritekiln-0.1.0/specs/characters/gargula/gargula.yaml +295 -0
- spritekiln-0.1.0/specs/palettes/gothic.yaml +17 -0
- spritekiln-0.1.0/specs/palettes/props.yaml +5 -0
- spritekiln-0.1.0/specs/templates/humanoid.yaml +216 -0
- spritekiln-0.1.0/specs/templates/side_humanoid.yaml +340 -0
- spritekiln-0.1.0/spritekiln/__init__.py +3 -0
- spritekiln-0.1.0/spritekiln/__main__.py +4 -0
- spritekiln-0.1.0/spritekiln/agents.py +375 -0
- spritekiln-0.1.0/spritekiln/anim.py +173 -0
- spritekiln-0.1.0/spritekiln/api.py +247 -0
- spritekiln-0.1.0/spritekiln/cache.py +144 -0
- spritekiln-0.1.0/spritekiln/cli.py +541 -0
- spritekiln-0.1.0/spritekiln/config.py +102 -0
- spritekiln-0.1.0/spritekiln/data/spec.schema.json +416 -0
- spritekiln-0.1.0/spritekiln/engines.py +65 -0
- spritekiln-0.1.0/spritekiln/errors.py +13 -0
- spritekiln-0.1.0/spritekiln/export.py +190 -0
- spritekiln-0.1.0/spritekiln/expr.py +157 -0
- spritekiln-0.1.0/spritekiln/godot.py +257 -0
- spritekiln-0.1.0/spritekiln/mcp_server.py +180 -0
- spritekiln-0.1.0/spritekiln/palette.py +159 -0
- spritekiln-0.1.0/spritekiln/pipeline.py +291 -0
- spritekiln-0.1.0/spritekiln/pixelize.py +206 -0
- spritekiln-0.1.0/spritekiln/preview.py +74 -0
- spritekiln-0.1.0/spritekiln/qa.py +103 -0
- spritekiln-0.1.0/spritekiln/ref.py +299 -0
- spritekiln-0.1.0/spritekiln/render.py +219 -0
- spritekiln-0.1.0/spritekiln/resources.py +52 -0
- spritekiln-0.1.0/spritekiln/review.py +278 -0
- spritekiln-0.1.0/spritekiln/rig.py +337 -0
- spritekiln-0.1.0/spritekiln/scaffold.py +106 -0
- spritekiln-0.1.0/spritekiln/schema.py +211 -0
- spritekiln-0.1.0/spritekiln/sdf.py +236 -0
- spritekiln-0.1.0/spritekiln/spec.py +414 -0
- spritekiln-0.1.0/spritekiln/system.py +89 -0
- spritekiln-0.1.0/tests/conftest.py +101 -0
- spritekiln-0.1.0/tests/fixtures/minimal/minimal.yaml +114 -0
- spritekiln-0.1.0/tests/golden/gargula_pose_rest.png +0 -0
- spritekiln-0.1.0/tests/golden/godot/minimal.tres +270 -0
- spritekiln-0.1.0/tests/golden/godot/minimal.tscn +18 -0
- spritekiln-0.1.0/tests/golden/godot/minimal_canvas.tres +8 -0
- spritekiln-0.1.0/tests/golden/godot/minimal_emissive.tres +270 -0
- spritekiln-0.1.0/tests/golden/godot/minimal_lit.tres +270 -0
- spritekiln-0.1.0/tests/golden/godot_legacy/minimal.tres +270 -0
- spritekiln-0.1.0/tests/golden/godot_legacy/minimal.tscn +16 -0
- spritekiln-0.1.0/tests/golden/godot_legacy/minimal_canvas.tres +8 -0
- spritekiln-0.1.0/tests/golden/godot_legacy/minimal_emissive.tres +270 -0
- spritekiln-0.1.0/tests/golden/godot_legacy/minimal_lit.tres +270 -0
- spritekiln-0.1.0/tests/golden/meta.json +5 -0
- spritekiln-0.1.0/tests/golden/minimal_pose_attack_1.png +0 -0
- spritekiln-0.1.0/tests/golden/minimal_pose_rest.png +0 -0
- spritekiln-0.1.0/tests/golden/minimal_side_pose_rest.png +0 -0
- spritekiln-0.1.0/tests/golden/render_minimal.json +1617 -0
- spritekiln-0.1.0/tests/golden/render_minimal.png +0 -0
- spritekiln-0.1.0/tests/golden/render_minimal_emissive.png +0 -0
- spritekiln-0.1.0/tests/golden/render_minimal_normal.png +0 -0
- spritekiln-0.1.0/tests/golden/render_qa.json +11 -0
- spritekiln-0.1.0/tests/golden/showcase.json +5001 -0
- spritekiln-0.1.0/tests/monogame/KilnChecks.csproj +16 -0
- spritekiln-0.1.0/tests/monogame/Program.cs +38 -0
- spritekiln-0.1.0/tests/test_anim.py +95 -0
- spritekiln-0.1.0/tests/test_cli.py +53 -0
- spritekiln-0.1.0/tests/test_compat.py +35 -0
- spritekiln-0.1.0/tests/test_engines.py +34 -0
- spritekiln-0.1.0/tests/test_expr.py +118 -0
- spritekiln-0.1.0/tests/test_godot.py +103 -0
- spritekiln-0.1.0/tests/test_godot_runtime.py +200 -0
- spritekiln-0.1.0/tests/test_golden.py +76 -0
- spritekiln-0.1.0/tests/test_init.py +117 -0
- spritekiln-0.1.0/tests/test_mcp.py +76 -0
- spritekiln-0.1.0/tests/test_monogame_runtime.py +65 -0
- spritekiln-0.1.0/tests/test_palette.py +103 -0
- spritekiln-0.1.0/tests/test_pipeline.py +164 -0
- spritekiln-0.1.0/tests/test_preview.py +59 -0
- spritekiln-0.1.0/tests/test_ref.py +61 -0
- spritekiln-0.1.0/tests/test_regressions.py +180 -0
- spritekiln-0.1.0/tests/test_resources.py +22 -0
- spritekiln-0.1.0/tests/test_review.py +95 -0
- spritekiln-0.1.0/tests/test_schema.py +114 -0
- spritekiln-0.1.0/tests/test_showcase.py +136 -0
- spritekiln-0.1.0/tests/test_sockets.py +70 -0
- spritekiln-0.1.0/tests/test_spec.py +188 -0
- spritekiln-0.1.0/tests/test_tools.py +21 -0
- spritekiln-0.1.0/tests/test_unity_runtime.py +130 -0
- spritekiln-0.1.0/tests/test_view.py +81 -0
- spritekiln-0.1.0/tests/unity/KilnChecks.cs +153 -0
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# Python
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*.py[cod]
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*.egg-info/
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build/
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dist/
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# Rendered output and render cache (regenerated by the toolkit, never versioned)
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out/
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# Output of `ref prep` (cutout, palette and metrics derived from a splash art)
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specs/**/*_ref/
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# Godot editor metadata when testing the addon in place
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# .NET build output (MonoGame example and tests)
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bin/
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obj/
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spritekiln-0.1.0/LICENSE
ADDED
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MIT License
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Copyright (c) 2026 Lucas Ramos
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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--------------------------------------------------------------------------------
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Scope
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The MIT license above covers the source code, documentation and integrations in
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this repository. Two groups of files are licensed differently; REUSE.toml maps
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every path to its license and LICENSES/ holds the full texts:
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- Example assets (gargoyle, cacador, the crates, gas lamp and training dummy
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props, the humanoid template and the gothic/props palettes) are dedicated to
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the public domain under CC0 1.0 (LICENSES/CC0-1.0.txt).
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- Showcase assets (the Templar and Huntress characters from the game Hunt
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Tower, with the Huntress's mine: specs, splash arts, palettes, renders and
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game captures) are
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Copyright (c) 2026 Lucas Ramos / PlayRPG, all rights reserved. They are
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included for demonstration only and are NOT licensed for reuse
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(LICENSES/LicenseRef-Showcase.txt).
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Creative Commons Legal Code
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CC0 1.0 Universal
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CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE
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LEGAL SERVICES. DISTRIBUTION OF THIS DOCUMENT DOES NOT CREATE AN
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ATTORNEY-CLIENT RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS
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INFORMATION ON AN "AS-IS" BASIS. CREATIVE COMMONS MAKES NO WARRANTIES
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REGARDING THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS
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PROVIDED HEREUNDER, AND DISCLAIMS LIABILITY FOR DAMAGES RESULTING FROM
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THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS PROVIDED
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HEREUNDER.
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Statement of Purpose
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The laws of most jurisdictions throughout the world automatically confer
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exclusive Copyright and Related Rights (defined below) upon the creator
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MIT License
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Copyright (c) 2026 Lucas Ramos
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Metadata-Version: 2.5
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Name: spritekiln
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Version: 0.1.0
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Summary: Animated 8-direction pixel-art sprites from procedural 3D models described in YAML, built to be driven by coding AIs
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Project-URL: Homepage, https://github.com/LucasJRamos/spritekiln
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Project-URL: Issues, https://github.com/LucasJRamos/spritekiln/issues
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Author: Lucas Ramos
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License-File: LICENSES/MIT.txt
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Keywords: ai,gamedev,godot,pixel-art,procedural,sdf,sprites,spritesheet,top-down
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Classifier: Development Status :: 3 - Alpha
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Classifier: Environment :: Console
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Classifier: Intended Audience :: Developers
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Classifier: Operating System :: OS Independent
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Classifier: Programming Language :: Python :: 3.15
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Classifier: Topic :: Games/Entertainment
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Classifier: Topic :: Multimedia :: Graphics
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Classifier: Topic :: Multimedia :: Graphics :: 3D Rendering
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Provides-Extra: splash
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Description-Content-Type: text/markdown
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<p align="center">
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<img src="https://raw.githubusercontent.com/LucasJRamos/spritekiln/main/showcase/huntress/from_this_to_this.png" alt="A splash art of a gunslinger next to her pixel-art sprite in 8 directions" width="100%">
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# SpriteKiln
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**English** | [Português (BR)](https://github.com/LucasJRamos/spritekiln/blob/main/README.pt-BR.md) | [한국어](https://github.com/LucasJRamos/spritekiln/blob/main/README.ko.md) | [日本語](https://github.com/LucasJRamos/spritekiln/blob/main/README.ja.md) | [简体中文](https://github.com/LucasJRamos/spritekiln/blob/main/README.zh-CN.md)
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**Animated pixel-art sprites from procedural 3D models, made to be driven by coding AIs.**
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A character is a small YAML file: a skeleton, smooth 3D shapes, materials and animations. SpriteKiln renders
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it into pixel art in 8 directions (top-down 3/4) or in profile (side view), with exact frame timing,
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gameplay events, attachment points, a normal map for dynamic light and an emissive layer, ready for Godot,
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Unity, MonoGame or any engine that reads Aseprite sheets.
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You do not have to write the YAML. Your coding assistant (Claude Code, Codex, Gemini, Copilot, Cursor) does,
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from a description or a splash art: it edits the spec, renders, **looks at the images** and fixes what it
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sees. You direct.
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<p align="center">
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<img src="https://raw.githubusercontent.com/LucasJRamos/spritekiln/main/showcase/huntress/turnaround.gif" alt="The Huntress idling in 8 directions" height="220">
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<img src="https://raw.githubusercontent.com/LucasJRamos/spritekiln/main/showcase/templar/turnaround.gif" alt="The Templar idling in 8 directions" height="220">
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<img src="https://raw.githubusercontent.com/LucasJRamos/spritekiln/main/docs/images/tutorials/platformer-run.gif" alt="Wren, a side-view platformer character, running in both profiles" height="220">
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</p>
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## Why
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- **Consistent by construction.** One camera, one light and one palette for every asset, in every
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direction and frame. No drift between the north-east walk and the south-west attack.
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- **Cheap to change.** "Make the hat bigger" or "slow down the windup" is a one-line edit, not a redraw of
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300 frames.
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- **Game-ready.** Per-frame durations, events (`hit`, `step_l`, `windup`) on the right frame, sockets
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(muzzles, hands, impact points), the pivot on the ground for y-sorting, normal and emissive maps.
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- **Made for AIs.** One set of instructions for every assistant, an MCP server whose tools return images,
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a JSON Schema for the spec, errors with `file:line:column`, and an art-direction review in numbers for
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assistants that cannot see.
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- **Pure Python, any OS.** numpy, Pillow and PyYAML; no GPU, no Blender. Tested on Windows, macOS and
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Linux.
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## Install
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Python 3.10 or newer. Install the `spritekiln` command with [pipx](https://pipx.pypa.io), which keeps it
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isolated and on your PATH:
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**Windows** (PowerShell; no Python yet? `winget install Python.Python.3.13`, then open a new terminal)
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```powershell
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py -m pip install --user pipx
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py -m pipx ensurepath
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```
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```
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**Linux** (Debian/Ubuntu shown; Fedora: `sudo dnf install pipx`, Arch: `sudo pacman -S python-pipx`)
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```bash
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pipx ensurepath
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pipx install "spritekiln[mcp]"
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```
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Then open a new terminal and check with `spritekiln --version`. `[mcp]` adds the tools for AI assistants;
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`pipx install spritekiln` is enough for the command line alone. uv, a virtual environment, upgrading and
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troubleshooting: [Install SpriteKiln](https://github.com/LucasJRamos/spritekiln/blob/main/docs/tutorials/install.md).
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## Quick start
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The same on every system:
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```
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spritekiln new knight # specs/characters/knight/knight.yaml, from the template
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spritekiln render specs/characters/knight/knight.yaml # atlas, JSON, maps, GIFs -> specs/characters/knight/out/knight/
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```
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Then hand it to your assistant: *"Turn this knight into a hooded goblin scout with a short sword. Check
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all 8 directions before rendering."* To set up a game project, run
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`spritekiln init --engine godot --ai claude` in its folder; see
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[Use SpriteKiln with your AI](https://github.com/LucasJRamos/spritekiln/blob/main/docs/tutorials/use-with-your-ai.md).
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## How it works
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```
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spec.yaml ──► skeleton + IK ──► SDF shapes ──► raymarched render ──► pixelize ──► atlas + JSON
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(bones, (expressions per (spheres, (colour, normals, (palette ramps, + normal map
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shapes, frame: cycles, capsules, depth, materials; outlines, clean + emissive map
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materials, keys, events) boxes, cones, 3x supersampled, single pixels) + GIFs, QA
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animations) smooth unions) fixed world light) -> your engine
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```
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The light is fixed in the world and the model turns, so shading stays coherent across directions. Every
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render writes a QA report (clipping, palette, silhouette stability) and contact sheets to review.
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## Features
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- **Modeling:** bones with expressions (`"0.045*sin(p)"`), 2-bone IK, smooth SDF primitives, mirrored
|
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`_L`/`_R` parts, materials with palette ramps, emissive and glow, two-sided membranes, conditional parts.
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- **Animation:** cycles from expressions or keyframes with per-frame timing, tweens and easing, smears,
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per-direction cheats, events, timing targets checked by `validate` (e.g. "impact at 300 ms").
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- **Views:** top-down 3/4 in 8 (or 4, or 1) directions, or a side view for platformers (`view: side`, with
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a template that has run, jump, rise, fall and land); `mirror: true` renders only the right-facing
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directions (the engine flips the rest) for symmetric designs.
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- **From a splash art:** `ref prep` cuts the character out and extracts its palette; `ref compare` scores
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the silhouette against the model (pitch-corrected IoU) and says what to change.
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- **Review:** `spritekiln review` measures value range, contrast, pixels per material and legibility, and
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previews the sprite over your game's floor (`--bg`) under its light (`--tint`).
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- **Output:** atlas, normal and emissive maps, Aseprite-compatible JSON ([format](https://github.com/LucasJRamos/spritekiln/blob/main/docs/format.md)), sockets
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per frame, GIFs and contact sheets.
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## Engines
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| Engine | What you get | Guide |
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|---|---|---|
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| **Godot 4** | `KilnSprite2D` node, SpriteFrames and a ready scene; an editor plugin builds them from a dropped JSON | [godot.md](https://github.com/LucasJRamos/spritekiln/blob/main/docs/engines/godot.md) · [example](https://github.com/LucasJRamos/spritekiln/blob/main/examples/godot) |
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| **Unity 2022.3+** | UPM package: `.kiln` importer (sprites, normal map, AnimationClips) and `KilnAnimator` | [unity.md](https://github.com/LucasJRamos/spritekiln/blob/main/docs/engines/unity.md) |
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| **MonoGame** | `KilnSprite.cs` runtime and the `KilnLit.fx` normal-mapped light shader | [monogame.md](https://github.com/LucasJRamos/spritekiln/blob/main/docs/engines/monogame.md) · [example](https://github.com/LucasJRamos/spritekiln/blob/main/examples/monogame) |
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| **Anything else** | Aseprite-compatible JSON: Phaser, LÖVE, Defold, GameMaker... | [generic.md](https://github.com/LucasJRamos/spritekiln/blob/main/docs/engines/generic.md) |
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All runtimes play the same way: exact durations, events on the frame they belong to, sockets, the direction
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nearest to a velocity, mirrored directions.
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## AI assistants
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| Assistant | Instructions | MCP tools |
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|---|---|---|
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| Claude Code | `CLAUDE.md`, skills, and modeler / animator / art-director agents | `.mcp.json` |
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| Codex | `AGENTS.md` | `~/.codex/config.toml` |
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| Gemini CLI | `GEMINI.md` | `.gemini/settings.json` |
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| GitHub Copilot | `.github/copilot-instructions.md` | `.vscode/mcp.json` |
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| Cursor | `.cursor/rules/spritekiln.mdc` | `.cursor/mcp.json` |
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`spritekiln init --ai claude,codex,...` writes them from one source ([`docs/agent/`](https://github.com/LucasJRamos/spritekiln/blob/main/docs/agent)). The
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recipe for a new character from a splash art: a modeler builds the shape, an art director reviews it
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against the art, the modeler fixes, an animator animates, the director reviews again
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([recipe.md](https://github.com/LucasJRamos/spritekiln/blob/main/docs/agent/recipe.md)).
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## Showcase
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The Templar and the Huntress were made with SpriteKiln for the game **Hunt Tower**, from their splash arts,
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by Claude Code following the recipe above. Their specs are in `specs/characters/`; more images, animations
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and in-game captures are in [`showcase/`](https://github.com/LucasJRamos/spritekiln/blob/main/showcase).
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## Learn more
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- [Install SpriteKiln](https://github.com/LucasJRamos/spritekiln/blob/main/docs/tutorials/install.md) (Windows, macOS, Linux; pipx, uv or a virtual environment)
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- [Your first character in 10 minutes](https://github.com/LucasJRamos/spritekiln/blob/main/docs/tutorials/first-character.md)
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- [From your splash art, with an AI](https://github.com/LucasJRamos/spritekiln/blob/main/docs/tutorials/splash-art.md)
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- [Animations and events](https://github.com/LucasJRamos/spritekiln/blob/main/docs/tutorials/animations.md)
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- [A platformer character (side view)](https://github.com/LucasJRamos/spritekiln/blob/main/docs/tutorials/platformer.md)
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- [Use SpriteKiln with your AI](https://github.com/LucasJRamos/spritekiln/blob/main/docs/tutorials/use-with-your-ai.md) (instructions files and MCP tools)
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- [Spec reference](https://github.com/LucasJRamos/spritekiln/blob/main/docs/agent/spec.md) · [Output format](https://github.com/LucasJRamos/spritekiln/blob/main/docs/format.md) · [Roadmap](https://github.com/LucasJRamos/spritekiln/blob/main/docs/ROADMAP.md)
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- [Contributing](https://github.com/LucasJRamos/spritekiln/blob/main/CONTRIBUTING.md) · [Changelog](https://github.com/LucasJRamos/spritekiln/blob/main/CHANGELOG.md) · Translations: [Português (BR)](https://github.com/LucasJRamos/spritekiln/blob/main/README.pt-BR.md), [한국어](https://github.com/LucasJRamos/spritekiln/blob/main/README.ko.md), [日本語](https://github.com/LucasJRamos/spritekiln/blob/main/README.ja.md),
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[简体中文](https://github.com/LucasJRamos/spritekiln/blob/main/README.zh-CN.md)
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## License
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Code, docs and integrations: [MIT](https://github.com/LucasJRamos/spritekiln/blob/main/LICENSE). Example assets (the gargoyle, the hunter, Wren, the crates, gas lamp
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and training dummy props, the templates, the gothic and props palettes, the examples' sprites):
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[CC0 1.0](https://github.com/LucasJRamos/spritekiln/blob/main/LICENSES/CC0-1.0.txt). Showcase assets (Templar and Huntress from Hunt Tower, with the Huntress's
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mine: specs, splash arts, palettes, renders and game captures): © 2026 Lucas Ramos / PlayRPG, all rights
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reserved, included for demonstration only ([terms](https://github.com/LucasJRamos/spritekiln/blob/main/LICENSES/LicenseRef-Showcase.txt)).
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[`REUSE.toml`](https://github.com/LucasJRamos/spritekiln/blob/main/REUSE.toml) maps every path to its license.
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<p align="center">
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<img src="showcase/huntress/from_this_to_this.png" alt="A splash art of a gunslinger next to her pixel-art sprite in 8 directions" width="100%">
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</p>
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# SpriteKiln
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**English** | [Português (BR)](README.pt-BR.md) | [한국어](README.ko.md) | [日本語](README.ja.md) | [简体中文](README.zh-CN.md)
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**Animated pixel-art sprites from procedural 3D models, made to be driven by coding AIs.**
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+
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A character is a small YAML file: a skeleton, smooth 3D shapes, materials and animations. SpriteKiln renders
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it into pixel art in 8 directions (top-down 3/4) or in profile (side view), with exact frame timing,
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gameplay events, attachment points, a normal map for dynamic light and an emissive layer, ready for Godot,
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+
Unity, MonoGame or any engine that reads Aseprite sheets.
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+
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You do not have to write the YAML. Your coding assistant (Claude Code, Codex, Gemini, Copilot, Cursor) does,
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from a description or a splash art: it edits the spec, renders, **looks at the images** and fixes what it
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sees. You direct.
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+
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<p align="center">
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<img src="showcase/huntress/turnaround.gif" alt="The Huntress idling in 8 directions" height="220">
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+
<img src="showcase/templar/turnaround.gif" alt="The Templar idling in 8 directions" height="220">
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<img src="docs/images/tutorials/platformer-run.gif" alt="Wren, a side-view platformer character, running in both profiles" height="220">
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+
</p>
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+
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## Why
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- **Consistent by construction.** One camera, one light and one palette for every asset, in every
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+
direction and frame. No drift between the north-east walk and the south-west attack.
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+
- **Cheap to change.** "Make the hat bigger" or "slow down the windup" is a one-line edit, not a redraw of
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+
300 frames.
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+
- **Game-ready.** Per-frame durations, events (`hit`, `step_l`, `windup`) on the right frame, sockets
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+
(muzzles, hands, impact points), the pivot on the ground for y-sorting, normal and emissive maps.
|
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33
|
+
- **Made for AIs.** One set of instructions for every assistant, an MCP server whose tools return images,
|
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34
|
+
a JSON Schema for the spec, errors with `file:line:column`, and an art-direction review in numbers for
|
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35
|
+
assistants that cannot see.
|
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|
+
- **Pure Python, any OS.** numpy, Pillow and PyYAML; no GPU, no Blender. Tested on Windows, macOS and
|
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|
+
Linux.
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38
|
+
|
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39
|
+
## Install
|
|
40
|
+
|
|
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|
+
Python 3.10 or newer. Install the `spritekiln` command with [pipx](https://pipx.pypa.io), which keeps it
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|
+
isolated and on your PATH:
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|
+
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+
**Windows** (PowerShell; no Python yet? `winget install Python.Python.3.13`, then open a new terminal)
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|
+
|
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|
+
```powershell
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|
+
py -m pip install --user pipx
|
|
48
|
+
py -m pipx ensurepath
|
|
49
|
+
py -m pipx install "spritekiln[mcp]"
|
|
50
|
+
```
|
|
51
|
+
|
|
52
|
+
**macOS** (Terminal, with [Homebrew](https://brew.sh))
|
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53
|
+
|
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|
+
```bash
|
|
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|
+
brew install pipx
|
|
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|
+
pipx ensurepath
|
|
57
|
+
pipx install "spritekiln[mcp]"
|
|
58
|
+
```
|
|
59
|
+
|
|
60
|
+
**Linux** (Debian/Ubuntu shown; Fedora: `sudo dnf install pipx`, Arch: `sudo pacman -S python-pipx`)
|
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61
|
+
|
|
62
|
+
```bash
|
|
63
|
+
sudo apt install pipx
|
|
64
|
+
pipx ensurepath
|
|
65
|
+
pipx install "spritekiln[mcp]"
|
|
66
|
+
```
|
|
67
|
+
|
|
68
|
+
Then open a new terminal and check with `spritekiln --version`. `[mcp]` adds the tools for AI assistants;
|
|
69
|
+
`pipx install spritekiln` is enough for the command line alone. uv, a virtual environment, upgrading and
|
|
70
|
+
troubleshooting: [Install SpriteKiln](docs/tutorials/install.md).
|
|
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|
+
|
|
72
|
+
## Quick start
|
|
73
|
+
|
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|
+
The same on every system:
|
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|
+
|
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|
+
```
|
|
77
|
+
spritekiln new knight # specs/characters/knight/knight.yaml, from the template
|
|
78
|
+
spritekiln render specs/characters/knight/knight.yaml # atlas, JSON, maps, GIFs -> specs/characters/knight/out/knight/
|
|
79
|
+
```
|
|
80
|
+
|
|
81
|
+
Then hand it to your assistant: *"Turn this knight into a hooded goblin scout with a short sword. Check
|
|
82
|
+
all 8 directions before rendering."* To set up a game project, run
|
|
83
|
+
`spritekiln init --engine godot --ai claude` in its folder; see
|
|
84
|
+
[Use SpriteKiln with your AI](docs/tutorials/use-with-your-ai.md).
|
|
85
|
+
|
|
86
|
+
## How it works
|
|
87
|
+
|
|
88
|
+
```
|
|
89
|
+
spec.yaml ──► skeleton + IK ──► SDF shapes ──► raymarched render ──► pixelize ──► atlas + JSON
|
|
90
|
+
(bones, (expressions per (spheres, (colour, normals, (palette ramps, + normal map
|
|
91
|
+
shapes, frame: cycles, capsules, depth, materials; outlines, clean + emissive map
|
|
92
|
+
materials, keys, events) boxes, cones, 3x supersampled, single pixels) + GIFs, QA
|
|
93
|
+
animations) smooth unions) fixed world light) -> your engine
|
|
94
|
+
```
|
|
95
|
+
|
|
96
|
+
The light is fixed in the world and the model turns, so shading stays coherent across directions. Every
|
|
97
|
+
render writes a QA report (clipping, palette, silhouette stability) and contact sheets to review.
|
|
98
|
+
|
|
99
|
+
## Features
|
|
100
|
+
- **Modeling:** bones with expressions (`"0.045*sin(p)"`), 2-bone IK, smooth SDF primitives, mirrored
|
|
101
|
+
`_L`/`_R` parts, materials with palette ramps, emissive and glow, two-sided membranes, conditional parts.
|
|
102
|
+
- **Animation:** cycles from expressions or keyframes with per-frame timing, tweens and easing, smears,
|
|
103
|
+
per-direction cheats, events, timing targets checked by `validate` (e.g. "impact at 300 ms").
|
|
104
|
+
- **Views:** top-down 3/4 in 8 (or 4, or 1) directions, or a side view for platformers (`view: side`, with
|
|
105
|
+
a template that has run, jump, rise, fall and land); `mirror: true` renders only the right-facing
|
|
106
|
+
directions (the engine flips the rest) for symmetric designs.
|
|
107
|
+
- **From a splash art:** `ref prep` cuts the character out and extracts its palette; `ref compare` scores
|
|
108
|
+
the silhouette against the model (pitch-corrected IoU) and says what to change.
|
|
109
|
+
- **Review:** `spritekiln review` measures value range, contrast, pixels per material and legibility, and
|
|
110
|
+
previews the sprite over your game's floor (`--bg`) under its light (`--tint`).
|
|
111
|
+
- **Output:** atlas, normal and emissive maps, Aseprite-compatible JSON ([format](docs/format.md)), sockets
|
|
112
|
+
per frame, GIFs and contact sheets.
|
|
113
|
+
|
|
114
|
+
## Engines
|
|
115
|
+
|
|
116
|
+
| Engine | What you get | Guide |
|
|
117
|
+
|---|---|---|
|
|
118
|
+
| **Godot 4** | `KilnSprite2D` node, SpriteFrames and a ready scene; an editor plugin builds them from a dropped JSON | [godot.md](docs/engines/godot.md) · [example](examples/godot) |
|
|
119
|
+
| **Unity 2022.3+** | UPM package: `.kiln` importer (sprites, normal map, AnimationClips) and `KilnAnimator` | [unity.md](docs/engines/unity.md) |
|
|
120
|
+
| **MonoGame** | `KilnSprite.cs` runtime and the `KilnLit.fx` normal-mapped light shader | [monogame.md](docs/engines/monogame.md) · [example](examples/monogame) |
|
|
121
|
+
| **Anything else** | Aseprite-compatible JSON: Phaser, LÖVE, Defold, GameMaker... | [generic.md](docs/engines/generic.md) |
|
|
122
|
+
|
|
123
|
+
All runtimes play the same way: exact durations, events on the frame they belong to, sockets, the direction
|
|
124
|
+
nearest to a velocity, mirrored directions.
|
|
125
|
+
|
|
126
|
+
## AI assistants
|
|
127
|
+
|
|
128
|
+
| Assistant | Instructions | MCP tools |
|
|
129
|
+
|---|---|---|
|
|
130
|
+
| Claude Code | `CLAUDE.md`, skills, and modeler / animator / art-director agents | `.mcp.json` |
|
|
131
|
+
| Codex | `AGENTS.md` | `~/.codex/config.toml` |
|
|
132
|
+
| Gemini CLI | `GEMINI.md` | `.gemini/settings.json` |
|
|
133
|
+
| GitHub Copilot | `.github/copilot-instructions.md` | `.vscode/mcp.json` |
|
|
134
|
+
| Cursor | `.cursor/rules/spritekiln.mdc` | `.cursor/mcp.json` |
|
|
135
|
+
|
|
136
|
+
`spritekiln init --ai claude,codex,...` writes them from one source ([`docs/agent/`](docs/agent)). The
|
|
137
|
+
recipe for a new character from a splash art: a modeler builds the shape, an art director reviews it
|
|
138
|
+
against the art, the modeler fixes, an animator animates, the director reviews again
|
|
139
|
+
([recipe.md](docs/agent/recipe.md)).
|
|
140
|
+
|
|
141
|
+
## Showcase
|
|
142
|
+
The Templar and the Huntress were made with SpriteKiln for the game **Hunt Tower**, from their splash arts,
|
|
143
|
+
by Claude Code following the recipe above. Their specs are in `specs/characters/`; more images, animations
|
|
144
|
+
and in-game captures are in [`showcase/`](showcase).
|
|
145
|
+
|
|
146
|
+
## Learn more
|
|
147
|
+
- [Install SpriteKiln](docs/tutorials/install.md) (Windows, macOS, Linux; pipx, uv or a virtual environment)
|
|
148
|
+
- [Your first character in 10 minutes](docs/tutorials/first-character.md)
|
|
149
|
+
- [From your splash art, with an AI](docs/tutorials/splash-art.md)
|
|
150
|
+
- [Animations and events](docs/tutorials/animations.md)
|
|
151
|
+
- [A platformer character (side view)](docs/tutorials/platformer.md)
|
|
152
|
+
- [Use SpriteKiln with your AI](docs/tutorials/use-with-your-ai.md) (instructions files and MCP tools)
|
|
153
|
+
- [Spec reference](docs/agent/spec.md) · [Output format](docs/format.md) · [Roadmap](docs/ROADMAP.md)
|
|
154
|
+
- [Contributing](CONTRIBUTING.md) · [Changelog](CHANGELOG.md) · Translations: [Português (BR)](README.pt-BR.md), [한국어](README.ko.md), [日本語](README.ja.md),
|
|
155
|
+
[简体中文](README.zh-CN.md)
|
|
156
|
+
|
|
157
|
+
## License
|
|
158
|
+
Code, docs and integrations: [MIT](LICENSE). Example assets (the gargoyle, the hunter, Wren, the crates, gas lamp
|
|
159
|
+
and training dummy props, the templates, the gothic and props palettes, the examples' sprites):
|
|
160
|
+
[CC0 1.0](LICENSES/CC0-1.0.txt). Showcase assets (Templar and Huntress from Hunt Tower, with the Huntress's
|
|
161
|
+
mine: specs, splash arts, palettes, renders and game captures): © 2026 Lucas Ramos / PlayRPG, all rights
|
|
162
|
+
reserved, included for demonstration only ([terms](LICENSES/LicenseRef-Showcase.txt)).
|
|
163
|
+
[`REUSE.toml`](REUSE.toml) maps every path to its license.
|