A tool that converts a single AI-generated illustration into a fully layered, animated character rig using an LLM agent pipeline with local vision models, producing a header-only C++ runtime.

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Apache-2.0

Last updated

2026-07-27

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FR-AI / ANALYSIS

Why it is worth attention

First production-level automation of 2D character rigging from a single illustration, replacing manual rigging and cleanup with a reproducible agent-driven visual loop.

Who it is for

  • Indie game developers
  • 2D animators
  • AI artists
  • Technical artists

Use cases

  • Rapid prototyping of game characters from a single illustration
  • Creating animated sprites for side-scrollers or fighting games
  • Procedural animation for 2D game cutscenes or idle loops
  • Education and experimentation in automated rigging workflows

Strengths

  • Fully autonomous pipeline: no manual masking or rigging required
  • All state is reproducible via YAML specification files
  • Lightweight header-only C++ runtime with spring physics and motion state machine
  • Checkpoint-agnostic and works with any Stable Diffusion model weights

Considerations

  • No mesh deformation: only rigid layers with springs and full-frame keyframes
  • Requires a local GPU with AUTOMATIC1111 WebUI and the sd-webui-segment-anything extension
  • Segmentation point tables are per-character and must be derived (agent-assisted, 4–6 rounds)

README quick start

img2rig

Turn a single AI-generated illustration into a breathing, layered character rig — fully agent-driven.

Mira, the bundled demo character: one txt2img illustration → 13 layers → idle / hit / stagger / enrage, all procedural. Try it without installing anything GPU-side: img2rig preview --spec examples/mira/mira.yaml, or interactively in the browser via runtime/web/

One text prompt in; out comes a character that breathes, blinks, sways her hair on spring physics, staggers when hit, and swings full-frame attack keyframes — with zero manual rigging and zero manual mask painting. The pipeline replaces both the rigger and the cleanup artist with an LLM agent running a visual loop over local models (Stable Diffusion + GroundingDINO + SAM), and the runtime is two dependency-free C++ headers.

prompt ──> [1] generate ──> [2] variants ──> [3] split ──> [4] cleanup ──> [5] export ──> [6] runtime
            txt2img            img2img         DINO+SAM      agent loop      layer PNGs     springs,
            candidates         states &        text masks    point tables,   + rig.txt      breath,
            + contact          pose            + PSD         inpaint, QA                    blinks,
            sheets             keyframes                     sheets                         strikes

Why this exists

  • Battle-grade 2D character rigging has no production-level automation — mesh-deformation tools are manual by design. But most of what makes a character feel alive on screen (timing, physical lag, impact) doesn't need mesh warping: rigid layers + springs + full-frame pose keyframes cover it, and that pipeline automates end to end.
  • The "manual cleanup" in AI layer separation is really two jobs — the clicker (interactive segmentation prompts) and the QA eye. Both are visual judgment loops, and an agent with vision runs them: look at the probe → edit the point table → rerun → look at the overlay. This repo is that loop, made reproducible: all state in one YAML spec, all observations on disk as images. See docs/agent-playbook.md.

Quickstart

Requirements: Python ≥ 3.10, a local AUTOMATIC1111-compatible WebUI with `-

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