Luftbewegung · Produktionsrunde 0.10
Erzeugt am 17. September 2026 mit dem eingebauten Bildwerkzeug. Referenz: Assets/Resources/GameArt/LioRunV2.png. Quelle unverändert kopiert: C:/Users/danie/.codex/generated_images/01a0acd1-fd65-7833-bbb0-c93959eb75c8/exec-29895623-29ea-436b-b1a6-dba8c077c54c.png → Assets/Resources/GameArt/LioAirMotion.png.
Acht Posen, 1774×887 RGBA. Zuschnitt im Unity-Laufzeitcode; die gezeichnete Zeilentrennung liegt bei y=480. Körperbezug je Pose von Hand gesetzt, gleicher Maßstab 228 Pixel pro Spielmeter wie Lios Laufatlas. Keine Änderung der PNG-Pixel und keine neue Trefferfläche. Dies sind Spritephasen, kein behauptetes Skelett-Rig.
Verwendeter Prompt
Create a production-ready transparent RGBA sprite sheet of eight distinct AIR MOVEMENT and LANDING poses of exactly the same young hero Lio as the reference: ochre-gold hood and short flowing cape, teal tunic and trousers, brown boots and arm wraps, brown hair, expressive warm face, slender wooden bow in hand. Match reference painterly premium 2D animated adventure style, fine material texture and clean readable silhouette, same character proportions and costume. Landscape 2:1 canvas, precisely 4 columns by 2 rows of equal square cells, no labels or borders, true transparent background, no ground/shadows. All face RIGHT in side view, all drawn same anatomical scale with head/body center consistent; generous transparent space around each sprite so nothing crosses cell boundary. Row1 left-to-right: 1 jumping upward, one leg extending down, cape trailing low; 2 upward tuck knees, focused gaze forward; 3 apex with knees bent and cape floating outward; 4 falling with both boots lowered and cape lifted upward. Row2 left-to-right: 5 entering glide with ochre cape spreading widely behind and above shoulders, feet back; 6 sustained gliding lifted cape wave and relaxed trailing legs; 7 sustained gliding alternate cape wave, same body position; 8 landing compressed crouch with bent knees, bow safely held forward. Bow is carried, no arrow firing; hands anatomically consistent. Keep character head roughly same size as reference. Each pose individually complete, no effects, no writing, no halos, no wings, no new accessories. This is eight separate full body game sprite poses, not a scene.