AI Video Generation
0xsline/OpenChatCut
Submits AI video generation jobs to Fal.ai, Seedance, Kling, MiniMax Hailuo, xAI Grok Imagine or OFox for text-to-video, image-to-video, transitions and clip extension.
Turns one approved master still into a full set of animated action clips for a character, one image-to-video take per action, then packages them for a game engine.
$ npx skills add 0x0funky/agent-sprite-forge --skill video2dsprite -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install 0x0funky/agent-sprite-forge video2dsprite --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/0x0funky/agent-sprite-forge.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/video2dsprite .claude/skills/video2dsprite && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "video2dsprite" agent skill from https://github.com/0x0funky/agent-sprite-forge/tree/main/skills/video2dsprite into .claude/skills/video2dsprite/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "video2dsprite", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/0x0funky/agent-sprite-forge/tree/main/skills/video2dspriteType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add 0x0funky/agent-sprite-forge --skill video2dsprite -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install 0x0funky/agent-sprite-forge video2dsprite --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/0x0funky/agent-sprite-forge.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/video2dsprite .agents/skills/video2dsprite && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "video2dsprite" agent skill from https://github.com/0x0funky/agent-sprite-forge/tree/main/skills/video2dsprite into .agents/skills/video2dsprite/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "video2dsprite", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add 0x0funky/agent-sprite-forge --skill video2dsprite -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install 0x0funky/agent-sprite-forge video2dsprite --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/0x0funky/agent-sprite-forge.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/video2dsprite .cursor/skills/video2dsprite && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "video2dsprite" agent skill from https://github.com/0x0funky/agent-sprite-forge/tree/main/skills/video2dsprite into .cursor/skills/video2dsprite/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "video2dsprite", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/0x0funky/agent-sprite-forge.git --path skills/video2dsprite--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add 0x0funky/agent-sprite-forge --skill video2dsprite -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install 0x0funky/agent-sprite-forge video2dsprite --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/0x0funky/agent-sprite-forge.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/video2dsprite .gemini/skills/video2dsprite && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "video2dsprite" agent skill from https://github.com/0x0funky/agent-sprite-forge/tree/main/skills/video2dsprite into .gemini/skills/video2dsprite/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "video2dsprite", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install 0x0funky/agent-sprite-forge video2dspriteInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add 0x0funky/agent-sprite-forge --skill video2dsprite -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/0x0funky/agent-sprite-forge.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/video2dsprite .github/skills/video2dsprite && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "video2dsprite" agent skill from https://github.com/0x0funky/agent-sprite-forge/tree/main/skills/video2dsprite into .github/skills/video2dsprite/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "video2dsprite", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add 0x0funky/agent-sprite-forge --skill video2dsprite -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install 0x0funky/agent-sprite-forge video2dsprite --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/0x0funky/agent-sprite-forge.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/video2dsprite .opencode/skills/video2dsprite && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "video2dsprite" agent skill from https://github.com/0x0funky/agent-sprite-forge/tree/main/skills/video2dsprite into .opencode/skills/video2dsprite/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "video2dsprite", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
video2dspriteTurns one approved master still into a full set of animated action clips for a character, one image-to-video take per action, then packages them for a game engine.
This skill runs a capability check once per session to see which API keys, xAI Grok Imagine Video, BytePlus Seedance, or fal.ai, are configured, or falls back to a local image-to-video tool or the user's Grok CLI, and records which route it used as art_source; a configured API key counts as the owner's consent so no per-call question is needed.
After generating a clip per action, it gates each take, keys it with a soft matte, registers it to the master still, and finishes the result as HD by default or pixel art on request, packaging fixed-canvas frames, an alpha WebM, a packed MP4 for iPhone, and a PNG fallback with engine metadata and a JS runtime. It explicitly does not cover FX or prop sheets, map plates, or code-drawn animation, which belong to sibling skills.
4 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 5324342. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Ships 2 files in scripts/ (JavaScript and Python, from the files we listed), which the agent can run.
Shell commands in SKILL.md call:
pythonFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names these keys or tokens, usually read from environment variables:
XAI_API_KEYARK_API_KEYFAL_KEYFrom names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Video-to-Sprite Animation Generator loads about 3.8k tokens when it runs, and up to ~62k if it reads all its reference files. Until then it costs about 224 tokens; SKILL.md has 1,859 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.
The full file from 0x0funky/agent-sprite-forge at commit 5324342, republished under its MIT licence (© 0x0funky). 1,859 words, ~3,825 tokens.
.claude/skills/video2dsprite/SKILL.md (or your agent's skills folder). This skill also uses 29 other files; get the full folder from GitHub.An approved still sets identity and geometry, a video model supplies motion, and deterministic tools prepare it for the engine. Video is not promised to be smaller, seamless or cheaper than sheets.
Run python "<skill-dir>/../generate2dmedia/scripts/forge_doctor.py" --host-tools <tools> --save <output>/doctor.json, where <tools> lists the media tools in your own tool list (image_gen, image_edit, image_to_video) or none. Its ROUTES block shows which API keys are configured (yes or no), the local readiness and the resolved order. If encoding.stdout fails, set PYTHONUTF8=1. python "<skill-dir>/scripts/video2dsprite.py" doctor checks ffmpeg (5.1+, VP9 alpha round trip).
The master still comes from generate2dsprite (image generation, approved by the user) or from the user. Motion is image-to-video, one clip per action from that master; record the route as art_source and name it in your reply:
XAI_API_KEY), BytePlus Seedance (ARK_API_KEY) or fal.ai (FAL_KEY: Kling v3, Veo 3.1, Luma Ray 3.2, MiniMax H3, Wan 3.0, Vidu Q3, LTX) (route-media.md). The configured key is the owner's consent, so there is no per-call question. --last-frame <still> pins idle and attack clips to end on their first pose.image_to_video) when you have one, otherwise the user's Grok CLI in ACP mode (it cannot pin a last frame; the result says lastFrameUsed).route_media.py prints no-route (exit 3); otherwise prepare the job and prompt, explain the gap, and never invent a successful generation.Every clip goes through one command: python "<skill-dir>/../generate2dmedia/scripts/route_media.py" video --prompt-file <job>/prompt.txt --reference <job>/input.png --last-frame <job>/input.png --duration 6 --resolution 720p --out-dir <new>. It prints one JSON line with route, artifact, sha256, estimateUsd and lastFrameUsed. The finish is HD by default; the pixel finish is an option when the user asks for pixel art.
For a character's game set, use sprite_set.py: one approved master (generate2dsprite master.json) in, one image-to-video clip per action out, keyed, gated, registered, cut, finished and packaged. For one clip or a supplied video, use the pipeline below. Details: sprite-set.md. Prompts and fix clauses: motion-prompts.md.
python "<skill-dir>/scripts/sprite_set.py" plan --master <art>/master.json --output-dir <set>. Defaults: --actions idle,walk,run,attack,jump,hurt, --finish from the master (hd default), --target-height 256 hd or 80 pixel. Jump gets a 3:4 canvas with 34% headroom and attack a 16:9 one; idle and attack pin the end frame to the master. Read each action's prompt in <set>/set_plan.json, and edit motion, negatives or gates there before the run if needed.python "<skill-dir>/scripts/sprite_set.py" run --plan <set>/set_plan.json. Clips come from generate2dmedia route_media.py, then:timing);finish_frames.py hd or pixel, with the colour lock to the master on by default (plan --no-colour-lock);media/clip.mp4, and run again.python "<skill-dir>/scripts/sprite_set.py" review --plan <set>/set_plan.json, then LOOK at every -sheet.png, every -final.png and the lineup (Read in Claude Code, view_image in Codex). The numbers cannot see identity, facing, a changed weapon, text or a covered face.accept --plan <set>/set_plan.json --action <id> --take <n>. Add --window START:END to keep part of a failed take.retake --plan <set>/set_plan.json --action <id> --fix <clause id or text>, then run again. Clause ids include never-turn, weapon-shape, face-visible, no-text, no-flares and keep-colours.python "<skill-dir>/scripts/sprite_set.py" report --plan <set>/set_plan.json lists the routes, takes, QC numbers, loops, timing and package paths. In your reply, name the route that made each clip. Never call an action approved before you have looked at its sheet.route_media.py takes the xAI API or the Grok CLI. Look at review images with view_image.route_media.py takes the route. Look at review PNGs and contact sheets with Read; run tools with Bash; <skill-dir> is ${CLAUDE_SKILL_DIR}.image_to_video tool is your own tool; the same grok executable is the "Grok (local CLI)" route for other hosts.Run each tool as one line from the user's project root: python "<skill-dir>/scripts/<tool>.py" .... <skill-dir> is this skill's folder; sibling skills sit beside it. Keep inputs and outputs inside the project. Every verb writes a new --output-dir: it refuses an existing one and publishes only after its checks (--strict fails on residue). Success prints one JSON line; errors print error: ... and exit 1; usage errors exit 2. Needs Python 3.10+, numpy, Pillow and ffmpeg 5.1+. --help lists every flag.
video2dsprite.py key-plan --master <master.png>: paste background_sentence into the prompt; protect or recolour design_colours_at_risk.prepare_i2v_input.py prepare --master <art> --action <idle|walk|run|attack|cast|guard|hurt|victory|defeat|ambient|fx> --output-dir <job>; send input.png and prompt.txt; registration_job.json keeps the transform. An opaque master on a flat magenta, green or blue backdrop is keyed first (--master-key names another backdrop; the job records masterKeying). --subject is the whole identity phrase; the background line names its head ("adventurer with a scarf" gives "behind the adventurer"). Check a hand-written prompt with prepare_i2v_input.py lint.route_media.py video (Art source above).register_clip.py qc --job <job>/registration_job.json --video <take>; then video2dsprite.py triage --video <take> --output-dir <new>. A border touch inside the action means regenerate, never pad.video2dsprite.py process --video <take> --output-dir <new> --reference <master.png> (soft matte); read frames-clean/matte-report.json and look at frames over light and dark. Same keying for every clip of a character: --matte-profile <character-profile.json>. A design colour near the key: --protect-color #rrggbb. Already decoded frames (frame_*.png or raw_*.png, one frame keys a still): video2dsprite.py clean --raw-dir <dir> --output-dir <new>.register_clip.py apply --job <job>/registration_job.json --frames <out>/frames-clean --output-dir <new>; feet drift or jumps: --lock feet; spell or hit FX: --profile fx; one scale per character: register_clip.py profile, then --character-profile.gait_loop.py select --frames-dir <reg>/frames --fps N --output-dir <new> (--kind idle or hover); play aids/loop3x.gif. Attacks, casts, FX: retime.py --frames-dir <reg>/frames --fps N --output-dir <new> --spans <spans> (impact, hold, ticks), or for a slow-motion one-shot --range 0:N --auto-oneshot --duration 700 --key hit=<impact>@0.4+80 (cuts frozen holds, pins the hit, compresses to game length); walk cadence: gait_loop.py measure-stride.engine_export.py package --clean-dir <fin>/frames --output-dir <new> --selection <selection.json> --source-size W,H --source-anchor X,Y --formats png,webm,packed --tiers actor (W,H and X,Y from finish.json). Refused for key residue: re-key; --allow-key-residue only with a recorded override.engine_export.py verify --package <dir>, then validate_animation.py <character dir> --require-states idle,walk --require-verify. --require-states matches each package's --name (a package named hero-run needs --require-states hero-run, not run).Details: pipeline.md, keying matte.md, review and cuts animation-review.md, prompts prompt-rules.md.
Finish every registered action before packaging. Finished frames keep the source names, so gait_loop and retime selections still apply. Details: finishing.md.
python "<skill-dir>/scripts/finish_frames.py" hd --frames <reg> --output-dir <new> --target-height <px> --role hero --character <id>. The rest pose (frame 0 or --rest-frame) sets one scale. Box downscale with premultiplied alpha on a grid pinned to the feet, then clean alpha. Never nearest, never an upscale. --display-sizes 1x,2x rebuilds each size from the source.--scale-ref <idle finish dir> instead of --target-height (scale x sqrt(rest-area ratio), clamped to +-3%). A warning means the rest frame is not the base still.finish_frames.py palette build --frames <every action's reg dir> --colors 32 [--reserve #hex] --out <palette.json>, then per action finish_frames.py pixel ... --target-height <1/8 to 1/12 of the source> --palette <palette.json>. The default is bold pixel art: a crisp 4x4-cluster downscale (no blurred in-between colours; lines and eyes survive), a light contrast and saturation lift, at most --colors (32) colours per frame, lone-pixel cleanup that keeps eyes, a 1 px selective outline (--outline dark|none), temporal hysteresis, binary alpha, no dither. --canvas 48x64 gives fixed cells. Use --loop-policy oneshot for attacks and --indexed-sheet for an indexed sheet.--colour-lock <keyed master.png> keeps every design colour on the master's in OKLab (chroma only, lightness kept: no posterising) and smooths still pixels over time; colour_lock.py measure reports hue flips and region spread.finish_frames.py lineup --sets <finished dirs> --out <lineup.png>. Roles come from --role or ROLE=DIR; the default rules are hero:1.0, mob:<=1.0, boss:~2.0, spirit:~1.0 (by area). Look at the x1/x3 sheet; a failed rule exits 1.review-contact.png and read qa in the JSON line (flipsPerPair, specksRemoved, alphaBinary). The status stays needs-visual-review.engine_export.py package --clean-dir <fin>/frames --source-size W,H --source-anchor X,Y, taking W,H and X,Y from size and anchor in finish.json. Do not pass --registration; pixel finishes add --pixel-art --sampling nearest.gait_loop.py select, never by eye alone, then confirm by eye. Walks never ping-pong; attacks never recover by playing frames backwards; retime actions to their impact and hold. Walks ship cadence and stride.needs-visual-review. --matte binary --despill-mode off reproduces the cfed170 keyer.validate_animation.py. Deliver animation.json (3.0, keeps every 2.0 key; whole-ms durationsMs, exact fpsRational), QA, poster, PNG fallback and the requested transports. Geometry stays in source units (sourceSize, sourceAnchor, sourceRect).lease.drawable (packed-alpha-runtime.js over references/runtime/packed-alpha-webgl.mjs); show the poster until a decoded frame exists. Distance-driven walks, hit-stop and transitions: references/runtime/forge-runtime.mjs.Data contracts: references/schemas/video.schema.json.
© 0x0funky, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 29 other files (scripts, references) in skills/video2dsprite of 0x0funky/agent-sprite-forge.
Open the folder on GitHubat commit 5324342
Video-to-Sprite Animation Generator next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Video-to-Sprite Animation Generator this skill0x0funky/agent-sprite-forge | 4.4k | — | ~3.8k | Automated safety check: Pass | MIT | |
| AI Video Generation0xsline/OpenChatCut | 2.2k | — | ~4.3k | Automated safety check: Pass | AGPL-3.0 | |
| Character Design with genmediafal-ai-community/skills | 250 | — | ~1.3k | Automated safety check: Pass | None | |
| Videosmixs/visual-skills | 490 | — | ~2.5k | Automated safety check: Pass | CC-BY-4.0 | |
| AI Video Gencalesthio/OpenMontage | 66k | — | ~3k | Automated safety check: Pass | AGPL-3.0 | |
| Seedancerobonuggets/seedance-skill | 105 | — | ~6.6k | Automated safety check: Notes | None |
0xsline/OpenChatCut
Submits AI video generation jobs to Fal.ai, Seedance, Kling, MiniMax Hailuo, xAI Grok Imagine or OFox for text-to-video, image-to-video, transitions and clip extension.
fal-ai-community/skills
Builds consistent characters, reference and expression sheets, outfit variations and character-to-video shots with the genmedia CLI while keeping identity stable.
smixs/visual-skills
A skill your agent uses whenever the user asks to create, improve, audit, or split prompts for AI video generators (Seedance, Kling, Veo, Runway, Luma, Pika, Sora, any image-to-video system).
calesthio/OpenMontage
Generate AI videos from text prompts using multiple provider gateways.
robonuggets/seedance-skill
Generate cinematic motion graphics videos using ByteDance Seedance 2.0 via Fal AI.
calesthio/OpenMontage
Generate AI videos from text prompts using multiple provider gateways.
0x0funky/agent-sprite-forge
Draws 2D game art from code with no image model: pixel sprites, SVG props and icons, rigged characters, FX, autotiles and layouts, only when explicitly asked for.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
0x0funky/agent-sprite-forge
Generates an image or an image-to-video clip through a configured provider API or a signed-in Codex or Grok CLI, and reports the route, file, hash and cost estimate.
0x0funky/agent-sprite-forge
Produces game-ready 2D characters, creatures, props, icons and effects as master stills, sheets or clips, and exports frames for common game engines.
Categories
Turns one approved master still into a full set of animated action clips for a character, one image-to-video take per action, then packages them for a game engine. ai, are configured, or falls back to a local image-to-video tool or the user's Grok CLI, and records which route it used as art_source; a configured API key counts as the owner's consent so no per-call question is needed.
Video-to-Sprite Animation Generator fits situations like: animating a character or creature from one approved still; turning idle, walk, attack, or cast actions into sprite clips; converting a user-supplied clip into engine-ready animation frames.
Run `npx skills add 0x0funky/agent-sprite-forge --skill video2dsprite -a claude-code`. Or copy the skill folder (skills/video2dsprite in 0x0funky/agent-sprite-forge) into .claude/skills/video2dsprite in your project. Claude Code loads it when a task matches its description.
Run `npx skills add 0x0funky/agent-sprite-forge --skill video2dsprite -a codex`. Or copy the skill folder (skills/video2dsprite in 0x0funky/agent-sprite-forge) into .agents/skills/video2dsprite in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add 0x0funky/agent-sprite-forge --skill video2dsprite -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/video2dsprite, .gemini/skills/video2dsprite, .github/skills/video2dsprite and .opencode/skills/video2dsprite in your project.
Going by SKILL.md and its folder, Video-to-Sprite Animation Generator needs JavaScript and Python for the scripts in its folder, the command-line tools its instructions call (python) and credentials named XAI_API_KEY, ARK_API_KEY and FAL_KEY. Our summary lists: An xAI, BytePlus, or fal.ai API key, or a local/Grok CLI image-to-video tool; ffmpeg 5.1+ with VP9 alpha support.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Video-to-Sprite Animation Generator is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.8k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 58k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Video-to-Sprite Animation Generator: AI Video Generation (0xsline/OpenChatCut, 2.2k stars), Character Design with genmedia (fal-ai-community/skills, 250 stars), Video (smixs/visual-skills, 490 stars) and AI Video Gen (calesthio/OpenMontage, 66k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
0x0funky (a GitHub user) maintains it in 0x0funky/agent-sprite-forge, which has 4,363 GitHub stars. The repository holds 5 skills in this directory. The repository was last updated on October 6, 2026.
Source: 0x0funky/agent-sprite-forge on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.