Lumori Sitzpose / Windows-Demo 0.2.11 / 10.10.2026
Erzeugung: eingebautes image_gen, transparenter Hintergrund, ein 2x2-Atlas.
Vorlagen: freigegebene lumori_front.png, lumori_side.png, lumori_back.png
aus assets/lumori_band1_homepage/directional. Vorher bildlich angesehen.
Steh-/Gehbilder und Bewegungscontroller bleiben unverändert.
Das Spiel liest vier Atlas-Regionen; die PNG-Pixel bleiben unverändert.
Datei: lumori_seated_atlas_031.png
Sitzhöhe wird auf dem echten Sitzbrett ausgerichtet, keine neuen Kollisionen.
Generierte Ansichten werden im nativen Spiel auf Möbeln geprüft.

Vollständiger Prompt:
Use case: identity-preserve. Asset type: one 2x2 directional sprite atlas for the existing Artheria game character Lumori sitting on a wooden bench; four views of exactly the same seated pose.
Input images 1,2,3 are identity/clothing/material references, not backgrounds. Preserve his exact large fennec-like ears, cream shaggy fur, friendly dark brown eyes, proportions, tan short leather jacket, olive green shoulder hood/cape with leaf clasp, brown crossbody satchel on his anatomical left hip, leather belt, soft furry paws and small glowing tail tip.
Change ONLY the pose into natural seated upright on an invisible bench: hips and thighs horizontal, knees bent about90 degrees, shins vertical, soles resting on floor, hands resting on thighs, relaxed face. Do not squat or sit cross-legged or kneel. The invisible seat top should be at about the knee height, approximately0.40m in game; body seated height roughly1.15m versus standing1.55m. No furniture rendered.
Layout exactly four equal square quadrants, generous empty padding and consistent scale/baseline: TOP LEFT front facing viewer; TOP RIGHT true side profile facing left, with satchel visible as reference2; BOTTOM LEFT back view; BOTTOM RIGHT opposite true side profile facing right with bag on far side. Each full character including ears/paws/tail confined entirely to its own cell. Match camera height and flat orthographic direction. Center each character horizontally in its cell, feet baseline at90% of cell height. Keep proportions and head identical across views, maximum body height about80% cellheight. Transparent background REAL alpha, clean edges, NO labels, borders, grid lines, shadows, text, scenery or bench. Detailed realistic game-cutout rendering matching supplied reference assets, not cartoon.
