Split an animation into game phases
phase_splitFREE, no AI. Carve ONE multi-state clip into separate game-phase animations by frame windows — the classic case is a jump becoming crouch/rise/fall/land, with fall looping while airborne and the rest playing once. Each phase becomes a real exportable animation; the source animation is untouched. Jump-family animations often carry a ready-made suggestion: get_character → animations[].phaseProposal — pass its phases through verbatim. Frame windows index the FULL capture. Returns { jobId, created } — poll get_job.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| phases | Yes | 2-6 phase windows. animations[<anim>].phaseProposal from get_character usually supplies these verbatim. | |
| animation | Yes | Source animation slug (e.g. "jump"). | |
| characterId | Yes | Character id. |