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stickman/.codex/skills/asset-creation/references/project-formats.md
ryan 36032ebb1e Add asset creation skill and artist agent for Stickman Studio
- Introduced a new artist agent to create and review vector, raster, clothing, prop, and animation assets based on user prompts or reference images.
- Created an asset-creation skill to manage the delegation, review, approval, and handoff processes for graphical assets and animations.
- Added project format routing documentation to guide asset creation and ensure consistency in Stickman Studio.
- Established a review workflow for asset promotion, ensuring thorough validation and user approval before finalizing assets.
- Documented the specifications for scenery, backgrounds, and vector surface finishes to enhance the child experience in the Sandbox Stage.
2026-10-15 14:35:44 -04:00

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# Project asset format routing
Inspect these sources at execution time; do not copy their schemas into prompts because the formats evolve.
## Stickmen and embedded clothing
- Serializer and current version: `scripts/editors/stickman/stickman_editor.gd`
- Runtime conversion: `scripts/characters/stickman/stk_rig_adapter.gd`
- Rig target: `scenes/characters/stickman/stickman_rig.tscn`
- Representative current assets: `content/stickmen/*.stk` (confirm the version before choosing a sample)
- Visual harness: `scenes/tools/test_harness.tscn`
An `.stk` owns ten body-part records and may contain multiple layered shapes per part. Clothing uses those layers until the project defines a separate wardrobe format. Preserve joint alignment, guide offsets, pivots, length metadata, body-part transforms, shape ordering, and the serializer's current version contract.
## Props
- Serializer/parser: `scripts/editors/prop/prop_file.gd`
- Anchor normalization: `scripts/props/prop_anchor_data.gd`
- Runtime visual/collision interpretation: `scripts/props/prop_visuals.gd`
- Representative assets: `content/props/*.prop`
- Visual editor: `scenes/editors/prop/prop_editor.tscn`
Use current `PropFile` output, including shape styling and normalized anchors. Ensure at least one valid closed shape can provide runtime collision geometry when the prop is intended for stage use. Lines are visual/editor shapes and do not supply collision geometry.
## Animation
- Rig scene: `scenes/characters/stickman/stickman_rig.tscn`
- Existing authoring tool: `scripts/tools/create_animations.gd`
- Playback behavior: inspect the relevant component under `scripts/characters/stickman/`
Stickman animations target the current rig's IK or animation targets, not `.stk` shape coordinates. Match the runtime clip name and locomotion/facing contract from the approved specification. For animated props, use only a representation already defined by the feature; otherwise return art direction, states, and timing requirements for architecture.
## PNG art
Use the `imagegen` skill for generated or edited raster art. Preserve alpha when transparency is requested. Approved PNGs go into the narrowest fitting `resources/` category; create a new `resources/art/<feature-or-kind>/` folder only if no current category fits.