{ "cell": { "width": 320, "height": 288, "safe_margin_x": 10, "safe_margin_y": 8 }, "states": { "idle": { "frames": 4, "fps": 5, "loop": true, "action": "Subtle breathing; head and torso steady; feet planted, seamless quiet loop." }, "walk": { "frames": 4, "fps": 10, "loop": true, "action": "Right-facing alternating walk: near-leg contact, far-leg passing with feet close, far-leg contact, near-leg passing." }, "run": { "frames": 4, "fps": 13, "loop": true, "action": "Right-facing sprint, forward torso lean; alternating wide contact and narrow passing; same anatomy and scale as idle." }, "jump": { "frames": 1, "fps": 10, "loop": false, "action": "One athletic airborne pose, bent elbows, one knee moderately raised with shin down, trailing leg relaxed. No rigid idle hover, no kick, no deep tuck." }, "doublejump": { "frames": 1, "fps": 12, "loop": false, "action": "One compact tucked airborne pose, both knees together, arms/props close. Full-size head and anatomy. Runtime supplies the 360-degree rotation." }, "crouch": { "frames": 4, "fps": 8, "loop": false, "action": "Lower into guard, hold crouch, small guard shift, return toward crouch-ready stance. Bend joints; do not shrink anatomy." }, "attack1": { "frames": 4, "fps": 13, "loop": false, "action": "Light combo opener: wind-up, strike, full impact extension, recovery toward idle guard. Adapt gesture to the character's weapon." }, "attack2": { "frames": 4, "fps": 13, "loop": false, "action": "Second combo gesture with a different silhouette: wind-up, strike, impact, recovery at consistent body scale." }, "attack3": { "frames": 4, "fps": 11, "loop": false, "action": "Heavier finisher: anticipation, strike, full impact, upright recovery matching idle size." }, "skill1": { "frames": 4, "fps": 11, "loop": false, "action": "Prepare, aim, fire/cast, recover. No detached projectiles in the character art; movement release belongs to runtime." }, "skill2": { "frames": 4, "fps": 10, "loop": false, "action": "Prepare, wind-up, area-impact pose, recover. No dust, debris, shockwaves or detached effects in the sprite." }, "ultimate": { "frames": 4, "fps": 9, "loop": false, "action": "Short cast/command sequence, same head and torso scale. Summoned objects and cut-in are separate assets." }, "hurt": { "frames": 4, "fps": 9, "loop": false, "action": "Front hit recoil, backward stagger, regain balance, return to guard. Right-facing, no blood or impact effects." }, "down": { "frames": 4, "fps": 7, "loop": false, "action": "Fall backward to left: recoil, fall, land on back, lie flat head left/feet right. Identical anatomy; large gaps between poses." } }, "style": "Refined hi-bit pixel art, anime chibi; match the approved NEW character base exactly. Same palette, anatomy, outline weight and pixel density in all states." }