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创建一个可用于游戏的 4x4 精灵图集,恰好包含 16 个动画帧,按从左到右、从上到下的时间顺序排列。 主体: 等距视角的余烬虚空神谕者,身穿长款层叠的黑灰色仪式长袍,戴着高耸的几何兜帽,以及...

GPT-Image-2.5 0kncn Fri Sep 11 17:49:13 +0000 2026
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创建一个可用于游戏的 4x4 精灵图集,恰好包含 16 个动画帧,按从左到右、从上到下的时间顺序排列。 主体: 等距视角的余烬虚空神谕者,身穿长款层叠的黑灰色仪式长袍,戴着高耸的几何兜帽,以及一张完全黑暗、无脸的面具,由两条细窄的 #FF4900 符文眼睛照亮。神谕者双手之间悬浮着一颗橙色的神秘奥术宝珠。三块小石头碎片在双肩周围漂浮,每块石头都从下方被相同的橙色魔法能量照亮。高耸神秘的剪影,物体居中。 动画类型: 待机循环动画。 主要动画目标: 悬浮的橙色神秘奥术宝珠在神谕者保持相同姿势的同时,轻柔地上下移动。 严格的身体一致性: 神谕者的身体、长袍、兜帽、手、面具、符文眼睛、肩膀、剪影、位置、缩放、透视和光线在所有 16 帧中必须保持完全一致。 不要改变姿势。 不要移动角色。 不要变形身体或在不同帧之间以不同...

原始 Prompt

Create a game-ready 4x4 sprite sheet with exactly 16 animation frames, arranged chronologically from left to right and top to bottom.

Subject:
Isometric view of an Ember Void Oracle wearing long layered black-gray ceremonial robes, a tall geometric hood, and a completely dark faceless mask illuminated by two narrow #FF4900 rune eyes. The oracle holds a floating orange arcane orb between both hands. Three small stone fragments levitate around the shoulders, each lit from below by the same orange magical energy. Tall mysterious silhouette, object centered.

Animation type:
Idle loop animation.

Main animation goal:
The floating orange arcane orb moves gently up and down while the oracle remains in the same pose.

Strict body consistency:
The Oracle’s body, robes, hood, hands, mask, rune eyes, shoulders, silhouette, position, scale, perspective, and lighting must remain perfectly consistent in all 16 frames.
Do not change the pose.
Do not move the character.
Do not deform the body or redraw the costume differently between frames.

Animate only:
- the floating orange orb moving smoothly upward and downward between the hands
- a subtle soft pulse in the orb glow
- very minimal flicker in the #FF4900 rune eyes
- slight gentle hovering motion of the 3 small floating stone fragments around the shoulders

Orb motion progression:
Frames 1–4: orb starts at the center position and rises slightly upward
Frames 5–8: orb reaches the highest point and begins descending
Frames 9–12: orb passes through the center and moves slightly lower
Frames 13–16: orb rises smoothly back to the original frame 1 position
Frame 16 must connect perfectly back to frame 1 for a seamless loop

Style rules:
Strict 2D isometric pixel art
Crisp hard pixel edges
16-bit game aesthetic
Hand-placed pixel clusters
Limited charcoal gray + #FF4900 magical palette
No realism
No blur
No gradients
No anti-aliasing
No photographic textures
No 3D rendering

Layout rules:
Output exactly one final sprite sheet
Exactly 4 columns and 4 rows
Exactly 16 frames total
Each frame must fit cleanly inside its own equal-sized cell with generous margins
Object centered in every frame
Transparent background only
No white background
No text, no labels, no borders, no grid lines