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forge_animation

Generate pixel art animation frames using AI. Splits sprite sheets into individual PNGs with background removal and cropping, returning ready-to-use frame files.

Instructions

Generate pixel art animation frames. Produces a sprite sheet via Gemini, then automatically splits it into individual frame PNGs with background removal and cropping. Returns an array of ready-to-use frame files.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
sizeNoTarget frame size in pixels (default: 48). Snaps to nearest standard size. Recommended: 16-24 for particle effects/small FX, 32 for item animations, 48 for character animations (PixelLab default), 64 for detailed characters, 96-128 for bosses. Set to 0 to skip downscale.
modelNoModel alias or full ID. Aliases: 25, nano-banana, banana, banana-2, nano-banana-2, gemini-flash, flash, gemini-pro, pro, gemini-25, gemini-flash-25 (default: nano-banana)
namesNoFrame names (default: frame-0, frame-1, ...)
styleNoVisual style preset (default: clean)
actionYesWhat the animation shows (e.g. "bouncing up and down", "walking cycle", "idle breathing")
framesNoNumber of animation frames (default: 3)
squareNoPad each frame to square (default: true)
backgroundNoBackground color for generation. Use "auto" to pick based on description. Use "chromakey" for best transparency (HSV-based green screen removal). Named colors: chromakey, forest, sky, dungeon, lava, ocean, sand, snow, night. (default: black)
referencesNoPaths to existing PNG/JPEG assets to match visual style. The animation frames will be generated in a similar art style, color palette, and detail level as the reference images.
descriptionYesWhat is being animated (e.g. "green slime enemy", "player knight")
useTemplateNoUse grid template reference for precise frame placement (default: false). When true, generates a numbered grid template and sends it as a reference image for more consistent frame splitting.
outputPrefixYesOutput path prefix — frames saved as {prefix}-{name}.png (e.g. "public/assets/games/rpg/slime")
frameDescriptionsNoOptional per-frame descriptions (e.g. ["compressed flat", "stretching up", "at peak"])
useReferenceChainNoGenerate each frame individually using the first frame as style reference (default: true). Produces much more consistent animations than sprite sheet splitting. Each frame is a separate API call with the idle/first frame as reference image.
Behavior3/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations, the description must carry the behavioral burden. It does disclose key behaviors: uses Gemini to produce a sprite sheet, splits it into frames, applies background removal and cropping, and returns an array of files. However, it omits side effects like file writing (despite outputPrefix) and fails to mention that `useReferenceChain` (a schema parameter) changes the core pipeline from sprite-sheet splitting to per-frame generation, making the described process sometimes inaccurate.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

Two tight sentences with no filler. The first sentence states the primary purpose, and the second summarizes the processing pipeline and output. Information is front-loaded and every sentence contributes.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

The description gives a useful high-level overview but misses two important contextual points: (1) it presents sprite-sheet splitting as the only process, ignoring the alternate mode controlled by `useReferenceChain`, and (2) it doesn't mention that files are actually saved to disk via outputPrefix. Given the tool's complexity (14 params, no output schema), the description should clarify these variations and output behavior.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 100%, and each parameter has a detailed description with defaults, recommendations, and examples. The tool description adds no parameter-specific meaning beyond what the schema provides, so the baseline of 3 applies.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose5/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description opens with a specific verb and resource: 'Generate pixel art animation frames.' It clearly distinguishes this tool from siblings like forge_sprite or forge_tileset by explaining the multi-step pipeline (sprite sheet → split → frame files), which indicates a unique capability for producing animation frames rather than static images or sets.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines2/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description gives no explicit guidance on when to use this tool versus alternatives like forge_sprite (likely for single images) or forge_tileset. There are no usage scenarios, exclusions, or references to sibling tools, leaving the agent to infer context solely from the tool name and pipeline description.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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