VIDEO

Gameplay Character Animation Reference

Turn one character action into a game-animation reference with readable contact, key poses, weight transfer, recovery, and loop behavior.

PROMPT
Create one clean gameplay animation reference for {{animation_set}} from the supplied character image.

Character and action
{{character_reference}}

Camera: {{game_camera}}
Motion quality: {{motion_style}}
Root behavior: {{root_behavior}}

Motion direction
- The input image fixes identity, anatomy, costume, equipment, materials, and color. Preserve them exactly; animate motion rather than redescribing or redesigning the character.
- Show one action only with a readable silhouette: anticipation → main action/contact → follow-through → recovery or loop return.
- Maintain believable center of mass, planted feet, grip, weapon inertia, cloth/hair lag, and environmental reaction. Hands stay attached to the intended prop and feet do not slide.
- Keep the ground plane, scale, facing direction, camera height, lens, and horizon stable. Use a locked gameplay camera unless the brief explicitly requires a minimal follow that preserves gameplay readability.
- For a loop, make pose, root position, velocity, cloth/hair phase, lighting, and shadow reconnect cleanly. For root motion, travel in one clear direction without teleporting.
- End in the stated recoverable gameplay state. Do not add cuts, enemies, VFX, UI, text, or a second action.

This output is motion reference, not engine-ready animation. After generation, provide a manual review list for key poses, contact frames, root trajectory, loop seam, skeleton compatibility, retargeting, foot locking, collision, and animation-event timing. Select duration in the service settings.

Shared execution rules
- Use selectors as production constraints that change structure, limits, and acceptance tests.
- When current information matters and search is available, prioritize official engine documentation, platform policy, original sources, and primary evidence. State the as-of date and separate fact, inference, and invention.
- Do not copy protected characters, worlds, dialogue, UI, or a distinctive game/studio style. Translate intent into observable shape, material, color, camera, and rhythm.
- Treat generated output as concept or production reference. Before engine use, require human review of rights, resolution, alpha, seams, pivots, collision, rigging, performance, and accessibility.
- Work through analysis → draft → gameplay-readability and continuity check → minimal revision. Label assumptions or open questions instead of inventing missing values.

Negative prompt

Avoid redesign, face or gear drift, multiple actions, foot sliding, detached hands or weapons, extra limbs, camera cuts or spins, teleportation, loop jumps, and duration text.

Use

Attach an approved first frame and start with a locked camera and one action. Add secondary motion only after the action works; rebuild retargeting, foot lock, and events in DCC and engine tools.