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2 changes: 1 addition & 1 deletion CHANGELOG.md
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Expand Up @@ -16,7 +16,7 @@ All notable public changes to `sprite-gen` are recorded here. Versions track the

- Attack canvases reserve overhead room as well as forward room for raised weapon swings. Wide padding now honors headroom while preserving 16:9 and the still pixels; idle, walk, run and jump defaults are unchanged.
- The attack motion prompt now tells the video model to strike with the weapon the character already holds and to keep its gear and outfit as drawn, so an armed sprite does not fall back to punching or grow new equipment mid-clip.
- Attack showcase: `docs/assets/attack-slime.gif`, `attack-fox-hood.gif`, `attack-paladin.gif` and `attack-claudecy-katana.gif` were produced by this release's pipeline (still, canvas, Grok Imagine clip, frames gate, loop selection) with no manual cut points. On a ten-character side-view sample every attack closed its loop; two clips needed the built-in single regeneration because the model framed the raised weapon above the top edge.
- Attack showcase: `docs/assets/attack-slime.gif`, `attack-fox-hood.gif`, `attack-paladin.gif`, `attack-claudecy-samurai.gif` (two-handed cut) and `attack-claudecy-samurai-onehand.gif` were produced by this release's pipeline (still, canvas, Grok Imagine clip, frames gate, loop selection) with no manual cut points. On a ten-character side-view sample every attack closed its loop; two clips needed the built-in single regeneration because the model framed the raised weapon above the top edge.

## v2.5.2 - Cleaner video spill correction

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2 changes: 1 addition & 1 deletion README.ko.md
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Expand Up @@ -28,7 +28,7 @@

측면 스프라이트는 `video-set`의 `--facing right|left`를 캔버스 배치와 클립 프롬프트에 일관되게 사용한다. 방향 판정기는 **기본적으로 기록만 남기며**(`--facing-fix none`), 높은 신뢰도에서도 틀릴 수 있다. `gen --ref image.png --facing right`는 생성 문장으로 방향을 요구한다. `gen`의 방향 기본값은 보존이며, 문장만으로 결과를 보장할 수는 없다. 보정은 `--facing-fix mirror` 또는 `gen --facing-fix regen`을 명시해야 하므로 먼저 스틸을 확인한다. [방향 옵션](SKILL.md#side-view-facing).

<p align="center"><sub>v2.5.3 공격 루프 예시(수동 컷 없음): README 영문판의 네 GIF(카타나 클로디시, 슬라임, 두건 여우, 성기사)를 참고.</sub></p>
<p align="center"><sub>v2.5.3 공격 루프 예시(수동 컷 없음): README 영문판의 네 GIF(사무라이 클로디시, 슬라임, 두건 여우, 성기사)를 참고.</sub></p>

## 요청으로 시작하기

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3 changes: 2 additions & 1 deletion README.md
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Expand Up @@ -29,7 +29,8 @@ Ask an image model for a "sprite sheet" and you know what you get: a character w
For side sprites, `video-set` uses `--facing right|left` consistently across canvas placement and clip prompts. Its direction detector is **record-only by default** (`--facing-fix none`) and can be wrong even at high confidence. Use `gen --ref image.png --facing right` to request orientation in the generation prompt; `gen` otherwise preserves orientation. Prompts request direction but cannot guarantee the result. Correction is opt-in: `--facing-fix mirror`, or `gen --facing-fix regen`; review the still before using either. See [facing options](SKILL.md#side-view-facing).

<p align="center">
<img src="docs/assets/attack-claudecy-katana.gif" height="160" alt="Katana slash loop">
<img src="docs/assets/attack-claudecy-samurai.gif" height="160" alt="Samurai Claudecy two-handed katana cut loop">
<img src="docs/assets/attack-claudecy-samurai-onehand.gif" height="160" alt="Samurai Claudecy one-handed katana cut loop">
<img src="docs/assets/attack-slime.gif" height="160" alt="Slime attack loop">
<img src="docs/assets/attack-fox-hood.gif" height="160" alt="Hooded fox attack loop">
<img src="docs/assets/attack-paladin.gif" height="160" alt="Paladin attack loop">
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