{
  "mode": "built-in image_gen; original output files copied without raster edits",
  "created": "2026-10-15",
  "purpose": "Idle·Jump·Fall을 단일 자세에서 네 프레임의 연속 동작으로 확장",
  "references": [
    "assets/week-06-starter/Player_Idle.png",
    "assets/week-06-starter/Player_Dash_4.png"
  ],
  "outputs": [
    {
      "state": "Idle",
      "file": "assets/week-06-starter/Player_Idle_4.png",
      "source": "exec-119643e6-2da1-436c-868f-dfb06aab28f1.png",
      "prompt": "Create a production-ready sprite sheet for a classroom Unity 2D platform game, matching the supplied green-cap adventurer reference exactly: brown hair, large brown eyes, long green cap, green tunic, cream collar and trousers, brown cuffs and boots, brown belt with square gold buckle. Same chibi proportions, pixel-art style, same head size in every frame, facing RIGHT in three-quarter side view. EXACTLY FOUR different full-body animation drawings, one horizontal row, FOUR EQUAL CELLS, no extra drawings. Output canvas 2048x768, cells 512x768. Each character centered at local cell x=256, reference standing feet baseline y=666, standing character height about 465 pixels. Consistent hip registration. Every limb must fit inside its cell with generous transparent margins. Draw in place: body pose changes, never translate the whole drawing across the cell. This is real frame-by-frame animation, not four copies. TRUE ALPHA TRANSPARENT background; absolutely no glow, shadow, floor, gradients, colored haze, checkerboard, text, labels, borders, or effects. The second input is the existing dash sheet: preserve character scale, rendering and cell layout, but create the requested action instead of dash. Create a subtle but clearly observable FOUR-FRAME IDLE BREATHING LOOP. Both boots are planted at the same x/y locations in ALL frames. 1 neutral relaxed standing; 2 inhale, chest and shoulders rise slightly, cap tip swings gently outward, elbows open a little; 3 exhale, chest lowers slightly, elbows relax inward, eyes gently blink; 4 return toward neutral with eyes open and cap tip settling so frame 4 to 1 flows smoothly. Keep head size absolutely constant, no zoom or body translation. No walking or jumping. Four distinct drawings, not repeats.",
      "actualCanvas": {
        "width": 2048,
        "height": 768,
        "mode": "RGBA",
        "alphaRange": [
          0,
          254
        ]
      },
      "cells": [
        {
          "frame": 1,
          "opaqueBounds": [
            68,
            110,
            478,
            737
          ]
        },
        {
          "frame": 2,
          "opaqueBounds": [
            15,
            109,
            478,
            737
          ]
        },
        {
          "frame": 3,
          "opaqueBounds": [
            69,
            110,
            479,
            737
          ]
        },
        {
          "frame": 4,
          "opaqueBounds": [
            67,
            110,
            477,
            737
          ]
        }
      ],
      "sha256": "aab8d7f622ca7afb2c598a5489b1e8dd94c63fee9785ee1338d8dc20ce83f1eb"
    },
    {
      "state": "Jump",
      "file": "assets/week-06-starter/Player_Jump_4.png",
      "source": "exec-5f335581-e4f6-49bb-a955-7a320807f0d0.png",
      "prompt": "Edit this four-frame sprite sheet to improve animation registration. Keep all four distinct poses of this friendly green-cap game character, the transparent background, pixel-art style, and 2048x768 canvas with four equal 512x768 cells. Keep the exact same head size across all frames. Align each character's gold belt buckle center to LOCAL x=280, y=510 within its own cell. Move the complete pose as a unit to align the waist, without stretching or resizing body parts. The airborne legs are allowed to be at different heights. Ensure all four full bodies stay comfortably inside their own cells, including the first character's hair and hands. No background, glow, shadows, text or extra objects. The goal is a jumping animation in place: the pelvis stays registered while the limbs change.",
      "inputSource": "exec-3f1d8952-1e3d-4d6f-96a2-7901f59e0fa1.png",
      "initialPrompt": "Make a transparent four-frame jumping animation sprite sheet for the green-hatted cartoon character in the reference. Preserve the exact outfit, character proportions and pixel-art style. Four full-body drawings facing right in a single horizontal row of equal 512 by 768 pixel cells, total canvas 2048 by 768. Show four distinct sequential poses: takeoff with bent knees, airborne knee tuck, legs beginning to extend, relaxed pose near the top of the jump. Keep the head size and hip position consistent across cells; animate the limbs in place. Each complete character should be about 470 pixels high and comfortably inside its own cell. This is an ordinary friendly platform game animation for a Unity class. Use a real transparent alpha background with no glow, shadow, text, ground, scenery or extra objects.",
      "actualCanvas": {
        "width": 2048,
        "height": 768,
        "mode": "RGBA",
        "alphaRange": [
          0,
          254
        ]
      },
      "cells": [
        {
          "frame": 1,
          "opaqueBounds": [
            64,
            179,
            500,
            711
          ]
        },
        {
          "frame": 2,
          "opaqueBounds": [
            32,
            91,
            461,
            627
          ]
        },
        {
          "frame": 3,
          "opaqueBounds": [
            32,
            90,
            461,
            667
          ]
        },
        {
          "frame": 4,
          "opaqueBounds": [
            50,
            90,
            463,
            714
          ]
        }
      ],
      "sha256": "9b9369c9a2aa729da2a653bd869803ce4c536aa2c0d23aa70e64676af337008e"
    },
    {
      "state": "Fall",
      "file": "assets/week-06-starter/Player_Fall_4.png",
      "source": "exec-9c23e698-cd56-45c9-bad6-15f101015f68.png",
      "prompt": "Create a production-ready sprite sheet for a classroom Unity 2D platform game, matching the supplied green-cap adventurer reference exactly: brown hair, large brown eyes, long green cap, green tunic, cream collar and trousers, brown cuffs and boots, brown belt with square gold buckle. Same chibi proportions, pixel-art style, same head size in every frame, facing RIGHT in three-quarter side view. EXACTLY FOUR different full-body animation drawings, one horizontal row, FOUR EQUAL CELLS, no extra drawings. Output canvas 2048x768, cells 512x768. Each character centered at local cell x=256, reference standing feet baseline y=666, standing character height about 465 pixels. Consistent hip registration. Every limb must fit inside its cell with generous transparent margins. Draw in place: body pose changes, never translate the whole drawing across the cell. This is real frame-by-frame animation, not four copies. TRUE ALPHA TRANSPARENT background; absolutely no glow, shadow, floor, gradients, colored haze, checkerboard, text, labels, borders, or effects. The second input is the existing dash sheet: preserve character scale, rendering and cell layout, but create the requested action instead of dash. Create a FOUR-FRAME FALLING LOOP for prolonged descent. Both feet remain airborne hanging below hips with knees softly bent; both hands held out for balance, cap tip and tunic hem blown upward by airflow. 1 balanced descent, hands near shoulder level; 2 cap tip and hem flutter leftward and knees flex slightly; 3 cap tip and hem flutter back, hands a little higher and boots subtly alternate angle; 4 return toward frame 1 with small relaxed limb change for a seamless 4-to-1 loop. This is continuous falling, NEVER landing or standing. Anchor the pelvis at the same position in each cell, same head size, no global bobbing. Four visibly distinct drawings.",
      "actualCanvas": {
        "width": 2048,
        "height": 768,
        "mode": "RGBA",
        "alphaRange": [
          0,
          254
        ]
      },
      "cells": [
        {
          "frame": 1,
          "opaqueBounds": [
            57,
            159,
            454,
            678
          ]
        },
        {
          "frame": 2,
          "opaqueBounds": [
            74,
            163,
            480,
            684
          ]
        },
        {
          "frame": 3,
          "opaqueBounds": [
            66,
            163,
            475,
            678
          ]
        },
        {
          "frame": 4,
          "opaqueBounds": [
            57,
            159,
            454,
            678
          ]
        }
      ],
      "sha256": "0566514bc2e6b61b299301c25fdc26b10097ae5b4a8abc8154fe4889c74aaa1d"
    }
  ],
  "notes": [
    "Initial Jump request was rejected by output moderation (category other); a simpler benign platform-game jump request succeeded.",
    "Jump registration edit retained unequal pelvis heights. The lesson and animation-settings.json provide per-frame Unity pivots; CSS preview applies the same relative vertical offsets. No pixel editing or synthetic extra frames were used.",
    "PPU and Pivot are starting values calibrated from the output artwork, not a verified Unity scene. Inspect body registration in the student's project.",
    "Walk eight-frame and Dash four-frame artwork are unchanged."
  ]
}
