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How to pack a character's moves into one engine-ready atlas with H3 Game Sprites

Combine idle, walk and attack frames into one atlas at a single global scale with shared anchors.

Short answer: Cut each move clip into its own folder under sprites/ with scripts/sprite_cut.py, for example sprites/idle, sprites/walk and sprites/punch; then run python3 scripts/build_atlas.py sprites/ atlas.json --moves idle,walk,punch --ref idle; open atlas.json and confirm the moves listed match the folders you cut. All steps.

Who it is forA developer building a 2D fighter or action game who has several cut move folders and needs one atlas with consistent scale so characters stand on the floor.

The problemPer-frame scaling and mismatched anchors make a character jump in size or sink through the ground when drawn in the engine.

The outcomeAn atlas.json describing all moves with one global scale and shared ankle-based anchors, ready for drawImage in the engine.

What you need first

  • ffmpeg installed locally
  • Python 3 with Pillow and numpy
  • A video model such as H3 / Hailuo 3 via OpenRouter, fal or MiniMax, or an ordinary video file you already have
  • An image model or illustrator for the character still (gen_still.py defaults to Nano Banana through OpenRouter and reads OPENROUTER_API_KEY)
  • Budget of roughly $0.60-0.70 per five-second clip plus a few cents per still, varying by provider

Steps

  1. Cut each move clip into its own folder under sprites/ with scripts/sprite_cut.py, for example sprites/idle, sprites/walk and sprites/punch.
  2. Run python3 scripts/build_atlas.py sprites/ atlas.json --moves idle,walk,punch --ref idle.
  3. Open atlas.json and confirm the moves listed match the folders you cut.
  4. Render a test frame in your engine and measure the on-screen height and floor contact, as the README advises, rather than trusting metadata alone.

Prompt for your agent

Using the h3-game-sprites repo, build an atlas from the cut move folders in <sprites directory> using scripts/build_atlas.py with --ref idle, writing atlas.json. Report the moves included and the global scale, and confirm that one rendered test frame stands on the floor.

Caveat. The README explains the drawImage offset math but does not give engine-specific code, so the floor check has to be done in your own engine.

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Using the Deduped MCP, get the setup steps for gary149/h3-game-sprites and "Pack a character's moves into one engine-ready atlas"

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