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
Commit ·
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Parent(s):
initial commit
Browse files- .gitattributes +55 -0
- README.md +106 -0
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README.md
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---
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tags:
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- text-to-image
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- lora
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- diffusers
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- template:diffusion-lora
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widget:
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- output:
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url: images/Boogu_image_edit_00079_.png
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text: >-
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A pixel art spritesheet of a witch with long red hair and blue eyes, wearing
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a purple hat and robes trimmed with white and light purple colors. The
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spritesheet is a 6 by 4 grid of four rows and six columns of frames - First
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row is 3 walking frames facing down, 2 arm swing attack frames facing down,
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and 1 hurt frame facing down. Second row is 3 walking frames facing left, 2
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arm swing attack frames facing left, and 1 hurt frame facing left. Third row
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is 3 walking frames facing right, 2 arm swing attack frames facing right,
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and 1 hurt frame facing right. Fourth row is 3 walking frames back view
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facing up, 2 arm swing attack frames back view facing up, and 1 hurt frame
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back view facing up.
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- output:
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url: images/Boogu_image_edit_00080_.png
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text: >-
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A pixel art spritesheet of a medieval knight wearing metal armor and a
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helmet with a red plume. The spritesheet is a 6 by 4 grid of four rows and
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six columns of frames - First row is 3 walking frames facing down, 2 arm
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swing attack frames facing down, and 1 hurt frame facing down. Second row is
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3 walking frames facing left, 2 arm swing attack frames facing left, and 1
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hurt frame facing left. Third row is 3 walking frames facing right, 2 arm
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swing attack frames facing right, and 1 hurt frame facing right. Fourth row
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is 3 walking frames back view facing up, 2 arm swing attack frames back view
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facing up, and 1 hurt frame back view facing up.
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- output:
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url: images/Boogu_image_edit_00081_.png
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text: >-
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A pixel art spritesheet of a werewolf with light gray fur and yellow eyes,
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wearing a red scarf around his neck, and brown leather pants. The
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spritesheet is a 6 by 4 grid of four rows and six columns of frames - First
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row is 3 walking frames facing down, 2 arm swing attack frames facing down,
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and 1 hurt frame facing down. Second row is 3 walking frames facing left, 2
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arm swing attack frames facing left, and 1 hurt frame facing left. Third row
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is 3 walking frames facing right, 2 arm swing attack frames facing right,
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and 1 hurt frame facing right. Fourth row is 3 walking frames back view
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facing up, 2 arm swing attack frames back view facing up, and 1 hurt frame
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back view facing up.
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base_model: Boogu/Boogu-Image-0.1-Edit
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instance_prompt: null
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license: apache-2.0
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---
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# pixel_spritesheet_4walk_combat_32x48_v2
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<Gallery />
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## Model description
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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.
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Trained on Boogu Image 0.1 Edit.
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## How to use
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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
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You'll also need the custom node `TextEncodeBooguEditAnyRes` from here: https://github.com/svntax/ComfyUI-BooguImageEdit-AnyRes
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Drag and drop the sample images into ComfyUI for the workflow, or use the one in the repo.
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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.
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### Why a custom node?
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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.
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## How to get pixel-perfect images
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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.
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# Using an image reference
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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.*
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## Image to pixel art
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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.
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Example: *Change this image into pixel art*
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## Notes & Issues
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- 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.
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- Normal edit prompts still have the same weaknesses that the original model has (character identity drift, complex pose changes).
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## Download model
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[Download](/svntax-dev/pixel_spritesheet_4walk_combat_32x48_v2/tree/main) them in the Files & versions tab.
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