Illustration / Character

Pixel Art Sprite Sheet Creator

Full prompt

Transform the character in Image 1 into a high-quality 2D pixel art game character, generating a square 4x4 grid sprite sheet with 16 continuous action frames. Each grid cell must be the exact same size, playing in order from left to right and top to bottom. Strictly preserve the character's face, hairstyle, body type, clothing colors, signature accessories, and weapon structure. Use consistent pixel scaling, character size, orientation, and color palette across all 16 frames. The character performs one {argument name="action" default="sword attack / jump / roll / spellcast / pounce"} sequence. Frames 1-3 are idle and charging; 4-7 are weight shifting and movement initiation; 8-10 are the main attack and power release; 11-13 are inertia and recovery; 14-16 return to idle, with frame 16 looping naturally back to frame 1. Adjacent frames should only change the joints, outlines, clothing, hair, and weapon positions needed for the action, maintaining consistent motion trajectories. All cells must maintain the same camera angle, character scale, baseline, and center. Display the character in full without cropping. The background should prioritize {argument name="background effect" default="transparent channel"}; if unstable, use a solid color background. Do not generate scenes, floor textures, grid lines, numbers, or text. Use clean hard-edge pixels with a limited palette and uniform density. No blurring, anti-aliasing, semi-realistic rendering, repeated frames, or character distortion.
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将图1角色转化为高质量2D像素游戏角色,生成一张正方形、4×4等分排列、共16帧的连续动作Sprite Sheet。每格尺寸完全一致。画面按从左到右、从上到下的顺序播放。严格保留角色的脸型、发型、体型、服装配色、标志性配件与武器结构。16帧使用相同的像素比例、角色尺寸、朝向和色板。角色完成一次{argument name="动作" default="【挥剑攻击/跳跃/翻滚/施法/扑击】"}动作。第1至3帧为待机与蓄力;第4至7帧为重心移动和动作展开;第8至10帧完成主要攻击与力量释放;第11至13帧表现惯性和收势;第14至16帧回到待机状态。第16帧与第1帧能够自然衔接。相邻帧只改变完成动作所需的关节、轮廓、衣摆、头发和武器位置。动作方向、受力关系 and 运动轨迹保持连续。所有格子保持相同机位、角色缩放、脚底基线和画面中心。角色完整显示,不裁切头部、武器、尾巴或特效。背景优先使用{argument name="背景效果" default="透明通道"}。透明背景不稳定时,改用统一纯色背景,方便后期抠图。不要生成场景、地面纹理、格线、编号和文字。采用清晰硬边像素、有限色板和统一像素密度。禁止模糊边缘、抗锯齿、半写实渲染、重复帧、跳帧、角色变形、服装变化、武器增减、视角切换和每格重新构图。