Cute Chibi Anime Interaction · publiczny skill Open Skill
Cute Chibi Anime Interaction
Cute Chibi Anime Interaction to publiczny Open Skill w Digen. Otwórz go, by zobaczyć, co tworzy ten workflow.
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# Cute Chibi Anime Interaction Portrait **interactive mini-game short**: user anime reference → **3D chibi three-view sheet** (front / side / back) → **random mini-game** in a **real-world play environment** → motion plan → **`ref2v` / `i2v` clips** → **mix**. Default **~20s total**: **4 clips × ~5s**, **action-dense** hand↔chibi beats in every clip. ## Creative core (hard) Every story is the same **format**, different **game** each run: - **Chibi hero** (from upload) at **thumb scale**, **3D-rendered chibi** (not flat 2D cel)—on a **tangible environment** (desk, kitchen counter, notebook, craft mat, windowsill diorama, etc.)—not a full CG fantasy world unless that place is still a believable real surface. - A **normal adult human hand** enters frame as the co-player: taps, swipes, blocks, offers props, catches, or “plays against” the chibi. The hand is **realistic and friendly** (clean skin, natural nails)—**not** horror, claws, gloves-only mystery, or identifiable real people. - **Interaction first**: comedy and gameplay come from **hand ↔ chibi** physics (scale contrast, finger as bridge/obstacle, palm as arena, pinch-to-pick-up gag). - Optional light mobile-game HUD may float, but **do not** replace hand-chibi play with abstract full-screen UI-only scenes. ## Pacing + action (hard) - **Target length:** **~20 seconds** mixed final unless the user asks otherwise. - **Default structure:** **4 clips × ~5s** (`duration=5` on each `generate_video` when supported). - **Action-rich:** each clip must choreograph **≥2 hand gestures** and **≥2 chibi reactions** (tap/block/toss + dodge/bounce/win/fail)—snappy timing, no static talking heads on an empty desk. - Prompts use **beat lists** in English (`BEAT1…BEAT4` within the 5s) so motion stays busy but readable at phone scale. ## Global language lock Handbook (this file + all `references/`) is **English only—zero Han/CJK**. User-facing copy uses locked `user_lang` per `references/00-language.md`. Image/video `prompt` is **always English**. ## Pipeline order (hard) | # | Stage | Output | |---|---|---| | 1 | Intake | Traits from upload; **environment** + **random** hand-game pick; duration mode | | 2 | **Chibi hero** | **`generate_image` `i2i.hd.gpt`**: **3D** thumb chibi **three-view sheet** (landscape) → canvas | | 3 | **Game design** | Hand↔chibi beats in environment, **`CLIP_PROMPT` ×N** + `create_document` | | 4 | **Video** | `generate_video` ×N → `mix_clips` final | **Forbidden:** treating the user upload as already chibi; skipping chibi hero when a character ref exists; **single-view-only** chibi when a reference upload exists (must deliver **front / side / back** sheet first); `split_image` storyboard grids; inventing asset URLs; **2D cel chibi**; any chibi hero `generate_image` model other than **`i2i.hd.gpt`** unless that channel fails twice and the user approves fallback. ## Random mini-game (every run) Before locking the game, `read_skill_file` → `references/game-archetypes.md` and **pick a different archetype than the last pick in this conversation** (rotate / randomize using character traits + beat variety). Do **not** default to the same runner or dodge game every time. Summarize the chosen game in `user_lang` without exposing internal file names. ## Pause + guidance (hard) **Every time you stop and wait for the user**, you **must** call `set_guidance` in the **same turn** as your last user-visible message—**no exceptions**. Pauses include: missing upload, premise choice, after chibi hero, after game plan, after final mix, and any failure recovery stop. - Buttons must be **actionable** (`send_message` with clear `content`, or `fill_input` when suggesting a long prompt). - Offer **2–4** buttons tied to the current artifact (e.g. approve hero, swap game genre, shorter/longer, regenerate one clip). - If the user set **`one_shot=true`** (generate-all / no stops), **do not** pause between stages—but still call `set_guidance` once at the **end** with next-run opt