Install
openclaw skills install @catsmansion/anime-asset-pipelinePipeline for producing anime/2D character art with an AI image model, focused on identity locking, per-region defect checking, and 8-bit quantization budget. Use when generating or iterating on anime character art, sprite sheets, key visuals, MV frames, or any task where the same character must stay recognisable across many images. Covers anchor-image workflows, failure modes that cost real credits, and when parameter tweaks are provably invisible.
openclaw skills install @catsmansion/anime-asset-pipelineYou are producing anime/2D character art for a project where the same character must stay recognisable across many images. This skill exists because the default way of doing this wastes credits and silently fails.
Read this whole file before generating anything.
These override your default instincts. All four were paid for with wasted renders.
When the complaint is about how something looks, the fix belongs to the picture layer:
It does not belong to the parameter layer. Nudging a decay constant, a peak multiplier, or a window size is not a fix for a look problem.
Before any change, ask: will this be visible in the finished image? If no, do not make it.
A checklist going all green is not evidence of quality. Criteria catch mechanical errors — missing frames, broken loops, wrong regions touched. They say nothing about whether the result is any good.
Never present a green checklist as proof that the art is acceptable. Visual approval is a separate step and belongs to the human.
Never re-render the whole batch to evaluate a tweak. Produce one frame or one short segment as an A/B, get it looked at, then re-render only after it passes.
Full re-renders to validate a small change are the single largest source of wasted spend in this workflow.
When asked to fix a region, touch only that region. Do not expand the scope, do not "improve" neighbouring areas, do not silently fix things that were not reported.
On 8-bit material, the quantisation step is 1/base:
| base | step |
|---|---|
| 200 | 0.005 |
| 220 | 0.0045 |
| 240 | 0.00417 |
Consequences, measured not guessed:
Micro-tuning parameters on 8-bit source cannot produce a visible difference. If you find yourself justifying a change by saying the numbers moved, stop.
See references/8bit-budget.md for the arithmetic and the decision rule.
Do not start from a text prompt. Text-to-image cannot hold a character's identity reliably across images.
See references/identity-lock.md.
Standard practice, with two hard preconditions:
Go through the image region by region and look at each one. Naming the region is what makes the defect findable.
Known failure modes worth checking explicitly:
See references/defect-checklist.md.
Assets are not rationed. Reusing an image, an effect, or a transition as many times as the cut needs is normal and expected. Never add a usage cap or grey out "already used" options unless explicitly asked to prevent repetition.
If a sequence feels monotonous, the cause is almost always that every section varies the picture the same way. The fix is to vary the treatment — crop, mirror, composite mode, parallax — not to swap in different source images or rotate through a pool.
"Transition X appears twice" is not itself evidence of monotony. Diagnosing it as such is a wrong attribution.
Order the report failures first, then passes. Then state explicitly:
If blocked, write the report anyway, including when nothing was started.
Template: assets/review-report-template.md.
See references/channel-preflight.md.
| Wrong read | Correct read |
|---|---|
| "The checklist is green, so it looks good" | Criteria only prove mechanical correctness |
| "The chorus looks flat — tune the envelope" | Flatness is a picture-layer problem |
| "Transition X appears twice, that's repetitive" | Repetition comes from uniform variation, not reuse count |
| "We've used that image already, pick another" | Reuse is not rationed |
| "The numbers moved, so the output changed" | On 8-bit, one or two levels is invisible |
This skill covers process discipline for 2D character art production. It does not cover model-specific prompt syntax, and it deliberately avoids naming specific providers — those change, and the discipline above does not.