extract_parts
Cut an image into its separate pieces. Two uses: (1) a sheet of game items (characters, props, trees...) into one NEW asset per item (the default, save_as 'assets'): each item at its own proportions, framed on a square at the sheet's size (1024 for a 2048/4k asset sheet from generate_image, cut from the full-resolution sheet) like a generated sprite (filling the frame), named after the item, a character or an object, in the sheet's projects and style. Those are generated images like any other: rotate_sprite, animate_sprite, generate_animation_set and resize_sprite all take them; (2) a character sprite into body parts (head, torso, arms, legs...) as 'layer' frames on that asset, for rigging or cut-out animation: pass save_as 'frames'. 10 credits either way. Frames: call get_asset afterwards for their ids.
Tool call template
Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.
{
"id": 1,
"jsonrpc": "2.0",
"method": "tools/call",
"params": {
"arguments": {
"id": "<id>"
},
"name": "extract_parts"
}
}Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| id | Yes | Asset ID (from list_assets / get_asset or a previous result) | |
| prompt | No | Optional: which parts to cut out. Empty = every separate item (assets) or the standard rig parts (frames) | |
| frameId | No | Optional: the frame the new frames hang under in the editor (usually the frame referenceFile came from). | |
| save_as | No | assets = each piece saved as its own new asset (default); frames = body-part layer frames on this asset, for rigging | assets |
| asset_type | No | save_as 'assets' only: the new assets' type. auto = character when the item's name is one (hero, golem, slime, wolf...), else object | auto |
| referenceFile | No | Work from one image instead of the asset's base: an image key from any of your assets (as get_asset lists it), or its cdn.voidless.dev URL. Empty = the asset's current base image. |