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img2mo-learn

Learn reusable 2D motion-generation knowledge from user-specified action resources with `/img2mo-learn <resource>`. Use when the user provides videos, extracted frame sequences, spritesheets, Spine assets, generated outputs, failed attempts, or reference motion folders and wants to summarize animation timing, pose beats, style traits, prompt patterns, extraction/cropping rules, or failure lessons into the project `img2mo-knowledge/` folder for later `/img2motion` generation.

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查看安装方法

包含的文件(1)

  • SKILL.md6.7 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Img2mo-learn

Overview

Use this skill when the user invokes:

/img2mo-learn <resource-path-or-folder>
img2mo-learn <resource-path-or-folder>

The goal is to turn finished or reference motion assets into reusable project knowledge. Store learned knowledge in the project-level img2mo-knowledge/ folder, never in the installed Codex skill directory during normal work.

Input Resolution

Resolve the argument after img2mo-learn as follows:

  1. If it is an existing relative or absolute path, use it directly.
  2. If it is a bare name, first try sample\<name>, then output\<name>, then motion\<name>.
  3. If it is a folder, inspect likely assets in this order: manifest.json, preview.gif, contact-sheet.*, spritesheet.*, fullframe/, frames/, Spine .json/.atlas/.skel, then videos.
  4. If no matching resource exists, report the missing path and ask for the correct path.

Supported resources:

  • video files such as .mp4, .mov, .webm;
  • PNG frame folders, spritesheets, contact sheets, or GIF previews;
  • project outputs from this skill such as output/<action-id>/;
  • Spine-style assets such as .json, .atlas, .skel, texture folders;
  • local reference-library folders under motion/.

Knowledge Location

Create this structure if missing:

img2mo-knowledge/
|-- index.md
|-- learnings.jsonl
|-- action-patterns.md
|-- style-patterns.md
|-- prompt-patterns.md
`-- failures.md

Append one JSON object per learning session to img2mo-knowledge/learnings.jsonl. Keep Markdown files concise and curated; do not paste huge logs, full prompts, or complete frame listings.

Learning Workflow

  1. Identify the resource type.

    • For video: read frame size, fps, duration, and frame count with ffprobe when available.
    • For frame sequences: count frames, inspect canvas sizes, alpha/background, and contact sheet if present.
    • For spritesheets: infer grid/cell count when possible; otherwise describe visible beats.
    • For Spine assets: inspect animation names, bone/slot names, skins, attachments, timeline names, and texture organization without assuming rendered motion if frames are not available.
  2. Create review surfaces if useful.

    • For video or frame folders, create temporary or output-side contact sheets and preview GIFs if they do not exist.
    • Do not alter the source resource.
    • Do not store bulky extracted frames in img2mo-knowledge/; store outputs under output/ or tmp/ and reference their paths in JSON.
  3. Summarize motion timing.

    • Identify action type: attack, walk, idle, block, suffer, death, born, skill/cast, or other.
    • Record frame count, fps, loop behavior, and major beats.
    • For attacks, prefer beat labels such as guard, anticipation, acceleration, contact, contact hold, follow-through, recovery.
    • Record which frame ranges are most useful as key poses.
  4. Summarize pose and topology lessons.

    • Record active limb/feature, weapon or prop owner, anchor limb/surface, facing direction, and stable baseline behavior.
    • Note silhouette expansion, squash/stretch, center drift, foot/bottom baseline, and whether motion needs extra canvas margin.
  5. Summarize style lessons.

    • Record line weight, palette, shading, material treatment, outline softness, shape language, effects style, and background/keying considerations.
    • Distinguish character style from detached effects.
  6. Summarize prompt lessons.

    • Write reusable prompt clauses that could improve later generation.
    • Keep prompt clauses short and parameterized; avoid overfitting to one character name unless the lesson is character-specific.
  7. Summarize failures and constraints.

    • Record what should be rejected: hand swaps, scale popping, bad alpha, cut weapons, over-crowded sheets, text/watermark contamination, or mismatched style.
  8. Write project knowledge.

    • Append structured session data to learnings.jsonl.
    • Update the relevant Markdown files with durable, reusable lessons.
    • If the learning is only useful for one output, also write output/<action-id>/retro.md.

JSONL Schema

Each line in img2mo-knowledge/learnings.jsonl should be a compact JSON object:

{
  "id": "learn-YYYYMMDD-HHMMSS-short-name",
  "date": "YYYY-MM-DD",
  "source": "relative/or/absolute/path",
  "resource_type": "video|frame_sequence|spritesheet|spine|output|reference_folder",
  "action_type": "attack|walk|idle|block|suffer|death|born|skill|unknown",
  "fps": 24,
  "frame_count": 14,
  "loop": true,
  "beats": [
    {"name": "anticipation", "frames": "02-04", "notes": "body compresses before strike"}
  ],
  "key_pose_guidance": ["frame 05 should be the clearest contact silhouette"],
  "topology": {
    "active": "screen-left sword hand",
    "anchor": "screen-right hand",
    "weapon_owner": "screen-left hand"
  },
  "style": ["thick dark outline", "warm orange shadow shapes"],
  "prompt_clauses": ["same foot/bottom baseline in every cell"],
  "failure_lessons": ["reject sheets where the weapon hand swaps"],
  "artifacts": ["output/.../contact-sheet.jpg"]
}

Use null for unknown scalar fields and [] for empty lists. Keep one line per session.

Markdown Update Rules

  • index.md: list recent learning sessions and high-level tags.
  • action-patterns.md: update durable motion timing rules by action type.
  • style-patterns.md: update durable visual style observations.
  • prompt-patterns.md: update short reusable prompt clauses and anti-clauses.
  • failures.md: update rejection checks and known failure modes.

When adding Markdown entries, include the source path and date. Keep entries short enough that /img2motion can read them quickly.

Use During Generation

Later /img2motion work must read img2mo-knowledge/index.md first when it exists. Then read only the relevant knowledge files for the requested action/style:

  • action timing: action-patterns.md;
  • visual style: style-patterns.md;
  • prompt wording: prompt-patterns.md;
  • known pitfalls: failures.md;
  • detailed recent examples: search learnings.jsonl for matching action_type, source tags, or character style.

Do not let learned knowledge override the current user's explicit request or the current baseline image identity. Treat project knowledge as guidance, not ground truth.

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同一仓库的技能

Use when a user provides one baseline image and requests game animation frames, sprite sequences, attack/walk/idle/hit/death/casting motion, transparent PNG frames, a spritesheet, keyframe prompts, or consistent whole-character pose animation.

中文简介正在准备中。当前显示原文说明。

WU-HAOTIAN34/2dimg2motion2322026年7月2日 更新

Standardize a 2D animation baseline image with `/img2mo-std xxx.png/pos`. Use when preparing a character, creature, prop, or weapon baseline before motion generation, especially if the source image is too large, tightly cropped, lacks transparent action margin, has a white background, or later walk/attack/idle frames show clipping, overlap, scale popping, or inconsistent character size.

中文简介正在准备中。当前显示原文说明。

WU-HAOTIAN34/2dimg2motion2322026年7月2日 更新

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