Instructions to use svntax-dev/pixel_spritesheet_4walk_combat_32x48_v2 with libraries, inference providers, notebooks, and local apps. Follow these links to get started.
- Libraries
- Diffusers
How to use svntax-dev/pixel_spritesheet_4walk_combat_32x48_v2 with Diffusers:
pip install -U diffusers transformers accelerate
import torch from diffusers import DiffusionPipeline # switch to "mps" for apple devices pipe = DiffusionPipeline.from_pretrained("Boogu/Boogu-Image-0.1-Edit", dtype=torch.bfloat16, device_map="cuda") pipe.load_lora_weights("svntax-dev/pixel_spritesheet_4walk_combat_32x48_v2") prompt = "A pixel art spritesheet of a witch with long red hair and blue eyes, wearing a purple hat and robes trimmed with white and light purple colors. The spritesheet is a 6 by 4 grid of four rows and six columns of frames - First row is 3 walking frames facing down, 2 arm swing attack frames facing down, and 1 hurt frame facing down. Second row is 3 walking frames facing left, 2 arm swing attack frames facing left, and 1 hurt frame facing left. Third row is 3 walking frames facing right, 2 arm swing attack frames facing right, and 1 hurt frame facing right. Fourth row is 3 walking frames back view facing up, 2 arm swing attack frames back view facing up, and 1 hurt frame back view facing up." image = pipe(prompt).images[0] - Notebooks
- Google Colab
- Kaggle
- Local Apps Settings
- Draw Things
- DiffusionBee
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Download README.md from svntax-dev/pixel_spritesheet_4walk_combat_32x48_v2: direct link, hf CLI and curl.
- Browser
- Download file 5.96 kB
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https://huggingface.co/svntax-dev/pixel_spritesheet_4walk_combat_32x48_v2/resolve/main/README.md
- Command line
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hf download hf://svntax-dev/pixel_spritesheet_4walk_combat_32x48_v2/README.md
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curl -L -o README.md https://huggingface.co/svntax-dev/pixel_spritesheet_4walk_combat_32x48_v2/resolve/main/README.md
5.96 kB
| tags: | |
| - text-to-image | |
| - lora | |
| - diffusers | |
| - template:diffusion-lora | |
| widget: | |
| - output: | |
| url: images/Boogu_image_edit_00079_.png | |
| text: >- | |
| A pixel art spritesheet of a witch with long red hair and blue eyes, wearing | |
| a purple hat and robes trimmed with white and light purple colors. The | |
| spritesheet is a 6 by 4 grid of four rows and six columns of frames - First | |
| row is 3 walking frames facing down, 2 arm swing attack frames facing down, | |
| and 1 hurt frame facing down. Second row is 3 walking frames facing left, 2 | |
| arm swing attack frames facing left, and 1 hurt frame facing left. Third row | |
| is 3 walking frames facing right, 2 arm swing attack frames facing right, | |
| and 1 hurt frame facing right. Fourth row is 3 walking frames back view | |
| facing up, 2 arm swing attack frames back view facing up, and 1 hurt frame | |
| back view facing up. | |
| - output: | |
| url: images/Boogu_image_edit_00080_.png | |
| text: >- | |
| A pixel art spritesheet of a medieval knight wearing metal armor and a | |
| helmet with a red plume. The spritesheet is a 6 by 4 grid of four rows and | |
| six columns of frames - First row is 3 walking frames facing down, 2 arm | |
| swing attack frames facing down, and 1 hurt frame facing down. Second row is | |
| 3 walking frames facing left, 2 arm swing attack frames facing left, and 1 | |
| hurt frame facing left. Third row is 3 walking frames facing right, 2 arm | |
| swing attack frames facing right, and 1 hurt frame facing right. Fourth row | |
| is 3 walking frames back view facing up, 2 arm swing attack frames back view | |
| facing up, and 1 hurt frame back view facing up. | |
| - output: | |
| url: images/Boogu_image_edit_00081_.png | |
| text: >- | |
| A pixel art spritesheet of a werewolf with light gray fur and yellow eyes, | |
| wearing a red scarf around his neck, and brown leather pants. The | |
| spritesheet is a 6 by 4 grid of four rows and six columns of frames - First | |
| row is 3 walking frames facing down, 2 arm swing attack frames facing down, | |
| and 1 hurt frame facing down. Second row is 3 walking frames facing left, 2 | |
| arm swing attack frames facing left, and 1 hurt frame facing left. Third row | |
| is 3 walking frames facing right, 2 arm swing attack frames facing right, | |
| and 1 hurt frame facing right. Fourth row is 3 walking frames back view | |
| facing up, 2 arm swing attack frames back view facing up, and 1 hurt frame | |
| back view facing up. | |
| base_model: Boogu/Boogu-Image-0.1-Edit | |
| instance_prompt: null | |
| license: apache-2.0 | |
| # pixel_spritesheet_4walk_combat_32x48_v2 | |
| <Gallery /> | |
| ## Model description | |
| A pixel art spritesheet LoRA for small 32x48 characters, with animation frames for walking up/down/left/right, 2 attack frames with an arm swing, and 1 hurt frame. | |
| Trained on Boogu Image 0.1 Edit. | |
| ## How to use | |
| Use `boogu_image_edit_turbo_hotfix_1k_20260708_int8_convrot.safetensors` from Comfy-Org's [Hugging Face repo](https://huggingface.co/Comfy-Org/Boogu-Image) | |
| You'll also need the custom node `TextEncodeBooguEditAnyRes` from [here](https://github.com/svntax/ComfyUI-BooguImageEdit-AnyRes) | |
| Drag and drop the sample images into ComfyUI for the workflow, or use the one in the repo. | |
| Image outputs should be 768x768 because that's the size of the spritesheets used in training. But, you can use the model as a normal edit model or text-to-image too. | |
| ### Why a custom node? | |
| ComfyUI's default `TextEncodeBooguEdit` node has issues with some resolutions, where you don't get an output matching your reference image's size. The custom node fixes this. | |
| ## How to get pixel-perfect images | |
| Downscale by a factor of 4. So 768x768 images should downscale to 192x192. The workflow uses [PixelOE](https://github.com/KohakuBlueleaf/PixelOE) with k-centroid mode, but other 4x downscale can work too. | |
| # Using an image reference | |
| Prompt: *Create a pixel art spritesheet of the character in the image. Keep the appearance the same. The spritesheet is a 6 by 4 grid of four rows and six columns of frames - First row is 3 walking frames facing down, 2 arm swing attack frames facing down, and 1 hurt frame facing down. Second row is 3 walking frames facing left, 2 arm swing attack frames facing left, and 1 hurt frame facing left. Third row is 3 walking frames facing right, 2 arm swing attack frames facing right, and 1 hurt frame facing right. Fourth row is 3 walking frames back view facing up, 2 arm swing attack frames back view facing up, and 1 hurt frame back view facing up.* | |
|  | |
|  | |
|  | |
| ## Image to pixel art | |
| Surprisingly, you can use this LoRA to change a reference image into pixel art, but it doesn't work with every type of image, and seems to work best at 768x768 and similar scale. | |
| Example: *Change this image into pixel art* | |
|  | |
| ## Notes & Issues | |
| - Backgrounds from the reference image carry over to the spritesheet, so if you have a reference image with a background, add something like "White background" to the prompt so the spritesheet doesn't generate it. | |
| - Normal edit prompts still have the same weaknesses that the original model has (character identity drift, complex pose changes). | |
| ## Download model | |
| [Download](/svntax-dev/pixel_spritesheet_4walk_combat_32x48_v2/tree/main) them in the Files & versions tab. | |