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evalix098/tiktoklive

Deep guide for game ANIMATION assets: motion cycles, action keyframes, effect sequences, and animation sprite sheets — built around a video-first pipeline. In this app-builder sandbox, execute via the video2dsprite / generate2dsprite skills (magenta + scripts), not ad-hoc ffmpeg. Use whenever generating anything that moves: walk/run cycles, attacks, idles, FX, flags, fire, animation sheets. Complements game-asset-core.

tiktoklive란 무엇인가요?

tiktoklive is a Claude Code agent skill that deep guide for game ANIMATION assets: motion cycles, action keyframes, effect sequences, and animation sprite sheets — built around a video-first pipeline. In this app-builder sandbox, execute via the video2dsprite / generate2dsprite skills (magenta + scripts), not ad-hoc ffmpeg. Use whenever generating anything that moves: walk/run cycles, attacks, idles, FX, flags, fire, animation sheets. Complements game-asset-core.

지원 대상✓Claude Code~Codex CLI~Cursor
npx skills add https://github.com/evalix098/tiktoklive/tree/HEAD/.grok/skills/game-animation-frames

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Animation Frames — video-first

The image generator draws poses; the VIDEO generator understands motion — leg alternation, arc continuity, cloth and fire dynamics come free because video must animate them. So don't ask the image model to imagine mid-motion poses: animate the base and harvest real frames.

App-builder execution (read first)

This skill is doctrine (motion laws, loop QC, when to use video). In the app-builder sandbox, do not run a freeform ffmpeg harvest or invent a random keyable #hex background.

StepDo this
Production sprites / fixed gridsgenerate2dsprite — solid #FF00FF magenta sheets + chroma scripts
Denser locomotion from videovideo2dsprite — base still on #FF00FF → imagine_image_to_video → skill scripts (ffmpeg + chroma)
Keyable backgroundAlways #FF00FF when using either pipeline (required for chroma)
This skillLoop / flip-test / motion laws below — apply after the pipeline runs

Open .grok/skills/video2dsprite/SKILL.md or .grok/skills/generate2dsprite/SKILL.md and follow their workflows for generation and postprocess. Then apply the laws and flip test here before shipping frames into the game.

Default pipeline (intent)

  1. Base frame. Subject in neutral/starting pose, full style words, side / game-appropriate view, solid #FF00FF background (app-builder chroma key). game-asset-core defaults apply.
  2. Animate. imagine_image_to_video from the base: one clear motion, in place, static camera ("the knight walks in place, side view, camera locked", 6s). Keep the shot simple — one subject, one motion. Prefer running this through video2dsprite so harvest + chroma are consistent.
  3. Harvest + clean. Use video2dsprite scripts (not ad-hoc ffmpeg -i … fps=12 alone). Magenta flood-fill / despill lives there; do not re-key with a different flat #hex unless you leave the magenta pipeline entirely.
  4. Select. Pick frames that (a) capture the motion's distinct phases and (b) LOOP — the sequence's end must flow back into its start. Don't force a count: if the motion reads best with 8, 10, or 12 frames, deliver that many (more frames = smoother in-engine). For a cycle, select one full period using motion landmarks (foot contacts, wing extremes, flame peaks).
  5. Package. Deliver frames in play order (zero-padded names) and/or a sheet per game-asset-core rules (uniform cells, no dividers) — or the transparent strips/grids emitted by video2dsprite / generate2dsprite. State the intended fps.

Fall back to keyframe-by-keyframe imagine_text_to_image (still on #FF00FF when postprocessing with the sprite scripts) only when video fails the motion (rare: very stylized poses, single dramatic keyframes) — and then plan phases yourself and obey the laws below. Prefer generate2dsprite for crisp production multi-frame grids.

Motion laws (verify against these, whatever the pipeline)

  • Cycles loop; alternating gaits spend half the period mirrored.
  • Continuity: limbs, props, anatomy, effects move on continuous paths — nothing teleports, vanishes, or duplicates between adjacent frames.
  • Physics reads in stills: airborne shows air, anticipation compresses, follow-through overshoots; effects stay anchored to their origin unless the request moves them.
  • Energy matches the ask: idle/subtle means barely-different frames.

Verify — the flip test

View the final frames strictly in order and narrate the motion; check loop closure explicitly (last→first). A hedge in your narration is a failed frame. The video pipeline usually passes this on the first try — that's why it's the default.

Individual skills in this repo

This repo contains 17 individual skills — each has its own dedicated page.

evalix098/tiktoklive

Add user accounts and sign-in to this TanStack Start app. Use when the app needs authentication, sign-in, user accounts, protected routes, or per-user data. Triggers on "auth", "login", "log in", "sign in", "sign up", "account", "users", "authentication", "protected", "who is logged in", "current user", "per-user".

evalix098/tiktoklive

Build browser games and interactive/canvas/3D experiences in this TanStack Start + React app. Use for any game, simulation, or WebGL/Canvas experience — 2D or 3D, single-player. Covers the game loop & timing, 3D orientation/camera conventions, collision, performance, assets, audio, save, game feel, and per-genre playbooks. For WASD / vehicle / flight **input signs and inverted A/D**, open the **`controls`** skill — do not rely on this file or racing-kart alone. Triggers on "game", "minecraft", "fps", "platformer", "racing", "tetris", "snake", "shooter", "3d", "three.js", "canvas", "voxel", "physics".

evalix098/tiktoklive

Player-facing input signs for browser games: WASD, vehicles, flight, FPS mouse-look, and the #1 failure mode (inverted A/D). Mandatory control self-tests and a tiny test interface so you can verify A turns left before shipping. Load for ANY game with movement, steering, flying, driving, tanks, boats, mechs, drones, planes, karts, third-person follow cams — not only racing. Triggers on "controls", "WASD", "inverted", "steer", "flight", "airplane", "kart", "vehicle", "yaw", "roll", "pitch", "mouse look", "A/D".

evalix098/tiktoklive

Design and build polished, non-generic UI for this TanStack Start + React + Tailwind v4 + shadcn/Radix app. Use whenever you create or restyle any interface surface — pages, landing pages, dashboards, forms, modals, nav, and game overlays (start screens, HUD, menus). Covers design tokens, layout, typography, color, spacing, motion, and the anti-"AI-slop" rules that keep output from looking generic. Triggers on "design", "UI", "make it look good", "polish", "landing page", "theme", "style", "redesign", "ugly", "clean up".

evalix098/tiktoklive

Core discipline for ANY game-asset generation with Imagine tools: the engine-ready defaults users don't state, spec checklists, style anchoring, read-back verification, honest defect flagging. Use whenever generating any game art (sprites, sheets, animations, tiles, UI, FX) — then ALSO load the matching specialist skill: game-animation-frames for anything that moves, game-tilesets for tiles/terrain, game-character-consistency for recurring characters, game-ui-icons for UI and icons.

evalix098/tiktoklive

Deep guide for CHARACTER IDENTITY across images: turnarounds (front/side/ back), state and damage variants, palette swaps, equipment changes, and same-character-in-context sets. Use whenever generating character turnarounds, character sheets, variants of an existing sprite, or any same-subject multi-image set. Complements game-asset-core.

evalix098/tiktoklive

Deep guide for game TILE assets: seamless tileable textures, terrain transition tilesets, autotiles, and ground/platform tiles. Use whenever generating tileable textures, tilesets, terrain transitions, or seamless patterns. Complements game-asset-core.

evalix098/tiktoklive

Deep guide for game UI assets: buttons with interaction states, panels, bars, wordmark logos, and icon sets. Use whenever generating game UI elements, HUD assets, inventory icons, icon sets, buttons, or title logos. Complements game-asset-core.

evalix098/tiktoklive

Generate production-oriented 2D game maps with `imagine_text_to_image`: RPG/top-down maps, side-scroller parallax stages, tilemaps, layered raster maps, prop packs, collision zones, and walkable areas. Use when building browser games that need real map art (not pure code-drawn tiles), layered props, or map collision metadata. Triggers on "map", "level", "stage", "tilemap", "overworld", "dungeon", "side scroller background", "prop pack", "2D map".

evalix098/tiktoklive

Generate and postprocess 2D game sprites and animation sheets: pixel-art characters, NPCs, creatures, spells, projectiles, impacts, props, summons, and transparent PNG/GIF exports. Use when building browser games that need real sprite sheets (not code-drawn placeholders), matching a map art style, or producing magenta-background sheets for chroma-key cleanup. Triggers on "sprite", "sprite sheet", "animation sheet", "pixel art character", "walk cycle", "attack animation", "projectile sprite", "2D game asset".

evalix098/tiktoklive

How to use the Imagine tools in Grok Build: imagine_text_to_image, imagine_image_to_image, imagine_reference_to_image, imagine_text_to_video, imagine_image_to_video, imagine_reference_to_video, and render_file for chat previews. When to build a visual with code instead of generating it, prompt-craft, reference-first handling of real people, factual grounding, and asset-consistency. Load this whenever generating or editing an image or video is on the table. Tool-usage-driven, not triggered by a user merely mentioning images.

evalix098/tiktoklive

Peer-to-peer realtime multiplayer over WebRTC data channels: every user of the deployed app connects directly to every other user (full mesh), the server only brokers the handshake at /api/rtc. Lowest possible latency, zero per-message server cost. Use for 2-8 player co-op/casual realtime: shared cursors, drawing, party games, casual action. Triggers: p2p, peer to peer, webrtc, low latency multiplayer, direct connection.

evalix098/tiktoklive

Use Neon Postgres (the database) in this TanStack Start app. Use when the app needs to store or query data, persist state, or keep per-user data. Triggers on "database", "Postgres", "Neon", "save data", "store data", "persist", "tables", "SQL", "query", "migrations".

evalix098/tiktoklive

Share-link previews and app identity for apps on *.grok.me: the injector-owned og:image card, the SVG favicon, and PWA icons for installable apps. Use when scaffolding, renaming, or restyling the app — and for share / unfurl / OG / Twitter card questions. A custom 1200×630 card from the app's own art is the default — games of every kind (DOM board/word games included), whimsical apps, creative tools, and brand-forward pages; only plain utilities keep the placeholder. Always run the brand-asset pass as a `task` subagent and never wait for it. Triggers on "share", "rename", "app name", "OG", "Open Graph", "twitter card", "unfurl", "og:image", "og:type", "x:game:image", "x-banner", "link preview", "social card", "thumbnail", "preview image", "favicon", "app icon", "PWA", "manifest", "installable", "home screen", "SEO", "meta description".

evalix098/tiktoklive

Official Three.js API and TSL (Three.js Shading Language) reference for LLM code generation. Load when writing or debugging three.js / WebGL / WebGPU / custom materials / shaders / GLTF / advanced three APIs beyond basic game loop/controls. Prefer building-games for game correctness (loop, WASD, camera, orientation); use this skill for full API/TSL depth. Triggers on "three.js", "threejs", "WebGPU", "TSL", "NodeMaterial", "shader", "GLTF", "MeshStandard", "OrbitControls", "WebGLRenderer".

evalix098/tiktoklive

Grok Build only. Turn a 2D character still into denser animation sprites via imagine_text_to_image base → imagine_image_to_video (6s/10s run-in-place) → ffmpeg frames → magenta chroma-key → dense sampled strips/grids/GIFs. Use when the user wants video-to-sprite, smoother run/walk cycles, or denser intermediate poses. Prefer generate2dsprite for crisp production pixel sheets. Triggers on "video to sprite", "imagine_image_to_video sprite", "dense walk cycle", "smooth run animation from video".

evalix098/tiktoklive

Call the xAI API (Grok) from this app's server code using the injected XAI_API_KEY: chat/LLM features, image and video generation (Imagine), and voice (text-to-speech). Use when the app needs any "AI" / "assistant" / "chatbot" / "Grok" functionality, runtime image/video generation, or speech. Triggers on "AI", "LLM", "chatbot", "assistant", "Grok", "xAI", "generate text", "summarize", "generate image", "AI video", "voice", "text to speech", "TTS", "OpenAI" (use xAI instead).

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