一个将单张AI生成的插画自动转换为完整分层动画角色装备的工具,通过LLM代理结合本地视觉模型实现,并生成仅头文件的C++运行时。

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Apache-2.0

最近更新

2026-07-27

AI 仓库情报摘要
FR-AI / ANALYSIS

为什么值得关注

首次实现从单张插画到2D角色绑定的生产级自动化,用可复现的代理驱动视觉循环取代了手动绑定和图像清理工作。

适合谁使用

  • 独立游戏开发者
  • 2D动画师
  • AI艺术创作者
  • 技术美术师

典型使用场景

  • 从单个插画快速制作游戏角色原型
  • 为横版卷轴或格斗游戏创建动画精灵
  • 为2D游戏过场或待机循环生成程序化动画
  • 在自动化绑定流程中学习与实验

项目优势

  • 完全自主的流水线:无需手动遮罩或绑定
  • 所有状态可通过YAML规范文件复现
  • 轻量级仅头文件C++运行时,包含弹簧物理和运动状态机
  • 与任何Stable Diffusion模型权重兼容(模型无关)

使用前须知

  • 无网格变形:仅支持刚性分层加弹簧与全帧关键帧
  • 需要本地GPU,并搭载AUTOMATIC1111 WebUI及sd-webui-segment-anything扩展
  • 分割点表需针对每个角色重新推导(代理协助,约4–6轮视觉循环)

README 快速开始

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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