Spaces:
Running
Running
mcp server
Browse files- LICENSE +196 -0
- README.md +100 -7
- app.py +205 -0
- requirements.txt +7 -0
- tools.py +310 -0
LICENSE
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README.md
CHANGED
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---
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title:
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emoji:
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colorFrom: purple
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colorTo:
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sdk: gradio
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sdk_version:
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app_file: app.py
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pinned: false
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-
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---
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-
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| 1 |
---
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| 2 |
+
title: PixelForge AI
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| 3 |
+
emoji: 🎮
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| 4 |
colorFrom: purple
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| 5 |
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colorTo: blue
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| 6 |
sdk: gradio
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sdk_version: 5.9.0
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| 8 |
app_file: app.py
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pinned: false
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tags:
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- building-mcp-track-creative
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- mcp-in-action-track-creative
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| 13 |
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- tool
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| 14 |
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- game-dev
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- pixel-art
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---
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| 17 |
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# 🎮 PixelForge AI: The Intelligent Game Asset Studio
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| 19 |
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**Author:** Rohith Raghunathan Nair
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| 21 |
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| 22 |
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## 🚀 Overview
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| 23 |
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| 24 |
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**PixelForge AI** is a dual-interface Game Asset Generator that functions as both a human-friendly **Web App** and an AI-accessible **MCP Server**.
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| 25 |
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| 26 |
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It solves the biggest bottleneck in indie game development: **Creating consistent, animated assets.**
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| 27 |
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By leveraging **Google Gemini 2.5 Flash** for style-consistent sprite generation and **Google Veo** for physics-aware animation, PixelForge allows developers (and AI agents!) to go from a text prompt to a ready-to-use sprite sheet in seconds.
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| 29 |
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## 🏆 Hackathon Tracks
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| 31 |
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| 32 |
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This project is submitted to:
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| 33 |
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- **Track 1: Building MCP** (Creative) - `building-mcp-track-creative`
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| 34 |
+
- **Track 2: MCP in Action** (Creative) - `mcp-in-action-track-creative`
|
| 35 |
+
|
| 36 |
+
## ✨ Features
|
| 37 |
+
|
| 38 |
+
1. **Text-to-Sprite Generation:** Creates high-quality, flat 2D pixel art characters using advanced prompting strategies to ensure game-ready assets (no 3D artifacts, solid backgrounds).
|
| 39 |
+
2. **AI Animation (Veo):** Uses Google's Veo model to generate fluid animations (Idle, Walk, Run, Jump) that strictly adhere to the pixel art style of the input sprite.
|
| 40 |
+
3. **Asset Extraction:** Automatically converts the generated video animations into standard sprite sheet frames (PNGs) and ZIP archives, ready for engines like Unity, Godot, or Phaser.
|
| 41 |
+
4. **MCP Native:** All functionality is exposed via the Model Context Protocol. You can ask Claude: *"Make a knight sprite, animate it walking, and give me the frames"* and it will execute the entire pipeline autonomously.
|
| 42 |
+
|
| 43 |
+
## 🛠️ Installation & Usage
|
| 44 |
+
|
| 45 |
+
### Prerequisites
|
| 46 |
+
- Python 3.10+
|
| 47 |
+
- Google Gemini API Key (with access to Veo and Gemini models)
|
| 48 |
+
- FFmpeg (installed on system)
|
| 49 |
+
|
| 50 |
+
### Setup
|
| 51 |
+
|
| 52 |
+
1. Clone the repository:
|
| 53 |
+
```bash
|
| 54 |
+
git clone https://huggingface.co/spaces/YOUR_USERNAME/PixelForge-AI
|
| 55 |
+
cd PixelForge-AI
|
| 56 |
+
```
|
| 57 |
+
|
| 58 |
+
2. Install dependencies:
|
| 59 |
+
```bash
|
| 60 |
+
pip install -r requirements.txt
|
| 61 |
+
```
|
| 62 |
+
|
| 63 |
+
3. Set your API Key:
|
| 64 |
+
```bash
|
| 65 |
+
export GEMINI_API_KEY="your_google_api_key_here"
|
| 66 |
+
```
|
| 67 |
+
|
| 68 |
+
4. Run the server:
|
| 69 |
+
```bash
|
| 70 |
+
python app.py
|
| 71 |
+
```
|
| 72 |
+
|
| 73 |
+
5. **For Humans:** Open `http://localhost:7860` in your browser.
|
| 74 |
+
6. **For Agents (MCP):** Connect your MCP client (Claude Desktop, Cursor) to `http://localhost:7860/sse`.
|
| 75 |
+
|
| 76 |
+
## 🤖 MCP Configuration (Claude Desktop)
|
| 77 |
+
|
| 78 |
+
Add this to your `claude_desktop_config.json`:
|
| 79 |
+
|
| 80 |
+
```json
|
| 81 |
+
{
|
| 82 |
+
"mcpServers": {
|
| 83 |
+
"pixel-forge": {
|
| 84 |
+
"command": "python",
|
| 85 |
+
"args": [
|
| 86 |
+
"/path/to/PixelForge-AI/app.py"
|
| 87 |
+
],
|
| 88 |
+
"env": {
|
| 89 |
+
"GEMINI_API_KEY": "your_key_here"
|
| 90 |
+
}
|
| 91 |
+
}
|
| 92 |
+
}
|
| 93 |
+
}
|
| 94 |
+
```
|
| 95 |
+
|
| 96 |
+
## 💡 Winning Ideas for MCP Hackathon
|
| 97 |
+
*(As requested, here are 5 winning concepts for the MCP Hackathon)*
|
| 98 |
+
|
| 99 |
+
1. **PixelForge AI (This Project):** A creative pipeline that bridges the gap between generative video and usable game assets, solving a real "last mile" problem for developers.
|
| 100 |
+
2. **NPC-GPT (The Living Character Engine):** An MCP server that generates not just the visual sprite (using PixelForge tools) but also the character's stats, dialogue trees, and behavior scripts, packaging them into a JSON file for Godot/Unity.
|
| 101 |
+
3. **RetroRemix (Legacy Game Reskinner):** A tool where users upload screenshots of old games, and the AI identifies assets (tiles, enemies) and "remasters" them into a new style (e.g., "Cyberpunk Mario") using the sprite pipeline.
|
| 102 |
+
4. **StoryBoarder (Cinematic Cutscene Gen):** An agentic workflow that takes a script, breaks it into scenes, generates keyframes using Gemini, animates short loops using Veo, and assembles a rough animatic video.
|
| 103 |
+
5. **LevelGod (Procedural World Builder):** A tool focused on "Tile Connectivity". You generate a center tile, and the MCP server iteratively generates the connecting tiles (top, bottom, corners) to ensure seamless looping textures for infinite runners or RPG maps.
|
| 104 |
+
|
| 105 |
+
## 📜 License
|
| 106 |
+
|
| 107 |
+
MIT License
|
app.py
ADDED
|
@@ -0,0 +1,205 @@
|
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|
|
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|
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|
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|
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|
|
|
|
|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
import gradio as gr
|
| 2 |
+
import os
|
| 3 |
+
import base64
|
| 4 |
+
from io import BytesIO
|
| 5 |
+
from PIL import Image
|
| 6 |
+
import tempfile
|
| 7 |
+
from tools import generate_pixel_character, animate_pixel_character, extract_sprite_frames
|
| 8 |
+
|
| 9 |
+
# --- Helper Functions for Gradio Logic ---
|
| 10 |
+
|
| 11 |
+
def process_generate_sprite(prompt, ref_img):
|
| 12 |
+
try:
|
| 13 |
+
ref_b64 = None
|
| 14 |
+
if ref_img is not None:
|
| 15 |
+
# Convert numpy array or PIL image to base64
|
| 16 |
+
if isinstance(ref_img, str): # path
|
| 17 |
+
with open(ref_img, "rb") as f:
|
| 18 |
+
ref_b64 = base64.b64encode(f.read()).decode('utf-8')
|
| 19 |
+
elif hasattr(ref_img, "save"): # PIL Image
|
| 20 |
+
buffered = BytesIO()
|
| 21 |
+
ref_img.save(buffered, format="PNG")
|
| 22 |
+
ref_b64 = base64.b64encode(buffered.getvalue()).decode('utf-8')
|
| 23 |
+
|
| 24 |
+
b64_result = generate_pixel_character(prompt, ref_b64)
|
| 25 |
+
|
| 26 |
+
# Convert back to PIL for display
|
| 27 |
+
img_data = base64.b64decode(b64_result)
|
| 28 |
+
return Image.open(BytesIO(img_data)), b64_result
|
| 29 |
+
except Exception as e:
|
| 30 |
+
raise gr.Error(str(e))
|
| 31 |
+
|
| 32 |
+
def process_animate_sprite(sprite_img, animation_type, extra_prompt):
|
| 33 |
+
try:
|
| 34 |
+
if sprite_img is None:
|
| 35 |
+
raise ValueError("Please provide a sprite image first.")
|
| 36 |
+
|
| 37 |
+
# Convert input image to base64
|
| 38 |
+
sprite_b64 = None
|
| 39 |
+
if isinstance(sprite_img, str): # path provided by Gradio example or upload
|
| 40 |
+
with open(sprite_img, "rb") as f:
|
| 41 |
+
sprite_b64 = base64.b64encode(f.read()).decode('utf-8')
|
| 42 |
+
elif hasattr(sprite_img, "save"): # PIL Image
|
| 43 |
+
buffered = BytesIO()
|
| 44 |
+
sprite_img.save(buffered, format="PNG")
|
| 45 |
+
sprite_b64 = base64.b64encode(buffered.getvalue()).decode('utf-8')
|
| 46 |
+
elif isinstance(sprite_img, tuple): # Sometimes Gradio returns (path, meta)
|
| 47 |
+
# Handle other formats if necessary
|
| 48 |
+
pass
|
| 49 |
+
|
| 50 |
+
# If sprite_b64 is still None (e.g. numpy array), try to convert
|
| 51 |
+
if sprite_b64 is None:
|
| 52 |
+
# Assuming numpy array -> PIL -> Base64
|
| 53 |
+
im = Image.fromarray(sprite_img)
|
| 54 |
+
buffered = BytesIO()
|
| 55 |
+
im.save(buffered, format="PNG")
|
| 56 |
+
sprite_b64 = base64.b64encode(buffered.getvalue()).decode('utf-8')
|
| 57 |
+
|
| 58 |
+
video_b64 = animate_pixel_character(sprite_b64, animation_type, extra_prompt)
|
| 59 |
+
|
| 60 |
+
# Save to temp file for Gradio to display
|
| 61 |
+
video_bytes = base64.b64decode(video_b64)
|
| 62 |
+
with tempfile.NamedTemporaryFile(delete=False, suffix=".mp4") as f:
|
| 63 |
+
f.write(video_bytes)
|
| 64 |
+
video_path = f.name
|
| 65 |
+
|
| 66 |
+
return video_path, video_b64
|
| 67 |
+
except Exception as e:
|
| 68 |
+
raise gr.Error(str(e))
|
| 69 |
+
|
| 70 |
+
def process_extract_frames(video_file, fps):
|
| 71 |
+
try:
|
| 72 |
+
if video_file is None:
|
| 73 |
+
raise ValueError("Please upload a video file.")
|
| 74 |
+
|
| 75 |
+
# Read video file to base64
|
| 76 |
+
with open(video_file, "rb") as f:
|
| 77 |
+
video_b64 = base64.b64encode(f.read()).decode('utf-8')
|
| 78 |
+
|
| 79 |
+
zip_b64, frames_b64 = extract_sprite_frames(video_b64, fps)
|
| 80 |
+
|
| 81 |
+
# Save zip to temp file
|
| 82 |
+
with tempfile.NamedTemporaryFile(delete=False, suffix=".zip") as f:
|
| 83 |
+
f.write(base64.b64decode(zip_b64))
|
| 84 |
+
zip_path = f.name
|
| 85 |
+
|
| 86 |
+
# Convert frames to gallery format (list of paths or PIL images)
|
| 87 |
+
gallery_images = []
|
| 88 |
+
for fb64 in frames_b64:
|
| 89 |
+
img_data = base64.b64decode(fb64)
|
| 90 |
+
gallery_images.append(Image.open(BytesIO(img_data)))
|
| 91 |
+
|
| 92 |
+
return gallery_images, zip_path
|
| 93 |
+
except Exception as e:
|
| 94 |
+
raise gr.Error(str(e))
|
| 95 |
+
|
| 96 |
+
|
| 97 |
+
# --- Gradio UI Layout ---
|
| 98 |
+
|
| 99 |
+
with gr.Blocks(title="PixelForge AI - Game Asset Studio", theme=gr.themes.Soft()) as demo:
|
| 100 |
+
gr.Markdown(
|
| 101 |
+
"""
|
| 102 |
+
# 🎮 PixelForge AI
|
| 103 |
+
### The Intelligent Game Asset Studio
|
| 104 |
+
|
| 105 |
+
Generate, animate, and export pixel art sprites for your games using Google Gemini & Veo.
|
| 106 |
+
*Built for the Hugging Face MCP Hackathon.*
|
| 107 |
+
"""
|
| 108 |
+
)
|
| 109 |
+
|
| 110 |
+
with gr.Tab("1. Generate Sprite"):
|
| 111 |
+
with gr.Row():
|
| 112 |
+
with gr.Column():
|
| 113 |
+
prompt_input = gr.Textbox(
|
| 114 |
+
label="Character Description",
|
| 115 |
+
placeholder="A brave knight in rusty armor, side view...",
|
| 116 |
+
lines=3
|
| 117 |
+
)
|
| 118 |
+
ref_input = gr.Image(label="Style Reference (Optional)", type="pil")
|
| 119 |
+
gen_btn = gr.Button("Generate Sprite", variant="primary")
|
| 120 |
+
|
| 121 |
+
with gr.Column():
|
| 122 |
+
result_image = gr.Image(label="Generated Sprite", type="pil")
|
| 123 |
+
# Hidden state to pass base64 to next tab if needed
|
| 124 |
+
sprite_b64_state = gr.State()
|
| 125 |
+
|
| 126 |
+
gen_btn.click(
|
| 127 |
+
process_generate_sprite,
|
| 128 |
+
inputs=[prompt_input, ref_input],
|
| 129 |
+
outputs=[result_image, sprite_b64_state]
|
| 130 |
+
)
|
| 131 |
+
|
| 132 |
+
with gr.Tab("2. Animate"):
|
| 133 |
+
with gr.Row():
|
| 134 |
+
with gr.Column():
|
| 135 |
+
# Allow user to use generated image or upload new
|
| 136 |
+
anim_input_image = gr.Image(label="Input Sprite", type="pil")
|
| 137 |
+
anim_type = gr.Dropdown(
|
| 138 |
+
choices=["idle", "walk", "run", "jump"],
|
| 139 |
+
value="idle",
|
| 140 |
+
label="Animation Type"
|
| 141 |
+
)
|
| 142 |
+
extra_anim_prompt = gr.Textbox(
|
| 143 |
+
label="Motion Tweaks (Optional)",
|
| 144 |
+
placeholder="Make it bounce more..."
|
| 145 |
+
)
|
| 146 |
+
anim_btn = gr.Button("Animate", variant="primary")
|
| 147 |
+
|
| 148 |
+
with gr.Column():
|
| 149 |
+
result_video = gr.Video(label="Generated Animation")
|
| 150 |
+
video_b64_state = gr.State()
|
| 151 |
+
|
| 152 |
+
# Link previous tab result to this input
|
| 153 |
+
result_image.change(
|
| 154 |
+
lambda x: x,
|
| 155 |
+
inputs=[result_image],
|
| 156 |
+
outputs=[anim_input_image]
|
| 157 |
+
)
|
| 158 |
+
|
| 159 |
+
anim_btn.click(
|
| 160 |
+
process_animate_sprite,
|
| 161 |
+
inputs=[anim_input_image, anim_type, extra_anim_prompt],
|
| 162 |
+
outputs=[result_video, video_b64_state]
|
| 163 |
+
)
|
| 164 |
+
|
| 165 |
+
with gr.Tab("3. Extract Frames"):
|
| 166 |
+
with gr.Row():
|
| 167 |
+
with gr.Column():
|
| 168 |
+
# Allow user to use generated video or upload new
|
| 169 |
+
extract_input_video = gr.Video(label="Input Animation")
|
| 170 |
+
fps_slider = gr.Slider(minimum=4, maximum=24, value=8, step=1, label="FPS")
|
| 171 |
+
extract_btn = gr.Button("Extract Frames", variant="primary")
|
| 172 |
+
|
| 173 |
+
with gr.Column():
|
| 174 |
+
frames_gallery = gr.Gallery(label="Sprite Sheet Frames")
|
| 175 |
+
download_zip = gr.File(label="Download Sprite Sheet (ZIP)")
|
| 176 |
+
|
| 177 |
+
# Link previous tab result
|
| 178 |
+
result_video.change(
|
| 179 |
+
lambda x: x,
|
| 180 |
+
inputs=[result_video],
|
| 181 |
+
outputs=[extract_input_video]
|
| 182 |
+
)
|
| 183 |
+
|
| 184 |
+
extract_btn.click(
|
| 185 |
+
process_extract_frames,
|
| 186 |
+
inputs=[extract_input_video, fps_slider],
|
| 187 |
+
outputs=[frames_gallery, download_zip]
|
| 188 |
+
)
|
| 189 |
+
|
| 190 |
+
gr.Markdown("---")
|
| 191 |
+
gr.Markdown("### 🤖 Model Context Protocol (MCP)")
|
| 192 |
+
gr.Markdown(
|
| 193 |
+
"""
|
| 194 |
+
This app doubles as an MCP Server! Connect it to Claude or Cursor to generate assets directly in your chat.
|
| 195 |
+
|
| 196 |
+
**Tools Exposed:**
|
| 197 |
+
- `generate_pixel_character(prompt)`
|
| 198 |
+
- `animate_pixel_character(sprite_b64, animation_type)`
|
| 199 |
+
- `extract_sprite_frames(video_b64)`
|
| 200 |
+
"""
|
| 201 |
+
)
|
| 202 |
+
|
| 203 |
+
if __name__ == "__main__":
|
| 204 |
+
# Launch with MCP support enabled
|
| 205 |
+
demo.launch(mcp_server=True)
|
requirements.txt
ADDED
|
@@ -0,0 +1,7 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
gradio>=5.9.0
|
| 2 |
+
mcp
|
| 3 |
+
google-genai
|
| 4 |
+
pillow
|
| 5 |
+
numpy
|
| 6 |
+
ffmpeg-python
|
| 7 |
+
python-dotenv
|
tools.py
ADDED
|
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| 1 |
+
import os
|
| 2 |
+
import base64
|
| 3 |
+
import io
|
| 4 |
+
import json
|
| 5 |
+
import math
|
| 6 |
+
import time
|
| 7 |
+
from typing import List, Optional, Tuple, Dict, Any
|
| 8 |
+
from PIL import Image
|
| 9 |
+
import ffmpeg
|
| 10 |
+
from google import genai
|
| 11 |
+
from google.genai import types
|
| 12 |
+
|
| 13 |
+
# Initialize API Key from environment
|
| 14 |
+
# Users should set GEMINI_API_KEY in their environment variables
|
| 15 |
+
API_KEY = os.environ.get("GEMINI_API_KEY")
|
| 16 |
+
|
| 17 |
+
def _get_client():
|
| 18 |
+
if not API_KEY:
|
| 19 |
+
raise ValueError("GEMINI_API_KEY environment variable is not set.")
|
| 20 |
+
return genai.Client(api_key=API_KEY)
|
| 21 |
+
|
| 22 |
+
def generate_pixel_character(
|
| 23 |
+
prompt_text: str,
|
| 24 |
+
reference_image_b64: Optional[str] = None
|
| 25 |
+
) -> str:
|
| 26 |
+
"""
|
| 27 |
+
Generates a static 2D pixel art sprite character based on a text description.
|
| 28 |
+
|
| 29 |
+
Args:
|
| 30 |
+
prompt_text: Description of the character (e.g., "A brave knight with a red cape").
|
| 31 |
+
reference_image_b64: Optional base64 string of a reference image to influence style.
|
| 32 |
+
|
| 33 |
+
Returns:
|
| 34 |
+
A base64 string of the generated PNG image.
|
| 35 |
+
"""
|
| 36 |
+
client = _get_client()
|
| 37 |
+
|
| 38 |
+
base_instructions = (
|
| 39 |
+
"Generate a 2D pixel art sprite character. Style: flat 2D pixel art, NOT 3D, "
|
| 40 |
+
"NOT photorealistic, NOT rendered. Use pixelated art style with visible pixels. "
|
| 41 |
+
"Character should be a 2D sprite sheet style character, side view, full body, centered. "
|
| 42 |
+
"White solid background (not transparent, not checkerboard). No shadows, no 3D effects, "
|
| 43 |
+
"no depth, no gradients. Pure 2D pixel art sprite style like classic video game sprites. "
|
| 44 |
+
"Do NOT add text or UI."
|
| 45 |
+
)
|
| 46 |
+
|
| 47 |
+
full_prompt = f"{prompt_text}\n\n{base_instructions}" if prompt_text else base_instructions
|
| 48 |
+
|
| 49 |
+
# Config for Gemini 2.5 Flash Image (supports generate_content)
|
| 50 |
+
model_id = "gemini-2.5-flash-image"
|
| 51 |
+
|
| 52 |
+
contents = [types.Content(parts=[types.Part.from_text(text=full_prompt)])]
|
| 53 |
+
|
| 54 |
+
if reference_image_b64:
|
| 55 |
+
# Remove data URL prefix if present
|
| 56 |
+
if "," in reference_image_b64:
|
| 57 |
+
reference_image_b64 = reference_image_b64.split(",", 1)[1]
|
| 58 |
+
|
| 59 |
+
image_bytes = base64.b64decode(reference_image_b64)
|
| 60 |
+
contents[0].parts.append(types.Part.from_bytes(data=image_bytes, mime_type="image/png"))
|
| 61 |
+
|
| 62 |
+
try:
|
| 63 |
+
response = client.models.generate_content(
|
| 64 |
+
model=model_id,
|
| 65 |
+
contents=contents,
|
| 66 |
+
config=types.GenerateContentConfig(
|
| 67 |
+
temperature=0.4
|
| 68 |
+
)
|
| 69 |
+
)
|
| 70 |
+
|
| 71 |
+
if not response.candidates or not response.candidates[0].content.parts:
|
| 72 |
+
raise RuntimeError("No content generated by the model.")
|
| 73 |
+
|
| 74 |
+
for part in response.candidates[0].content.parts:
|
| 75 |
+
if part.inline_data:
|
| 76 |
+
# Return raw base64
|
| 77 |
+
return base64.b64encode(part.inline_data.data).decode('utf-8')
|
| 78 |
+
|
| 79 |
+
raise RuntimeError("Model returned content but no image data found.")
|
| 80 |
+
|
| 81 |
+
except Exception as e:
|
| 82 |
+
raise RuntimeError(f"Failed to generate character: {str(e)}")
|
| 83 |
+
|
| 84 |
+
def animate_pixel_character(
|
| 85 |
+
sprite_b64: str,
|
| 86 |
+
animation_type: str = "idle",
|
| 87 |
+
extra_prompt: str = ""
|
| 88 |
+
) -> str:
|
| 89 |
+
"""
|
| 90 |
+
Animates a static pixel art sprite using Google's Veo model.
|
| 91 |
+
|
| 92 |
+
Args:
|
| 93 |
+
sprite_b64: Base64 string of the input static sprite (PNG).
|
| 94 |
+
animation_type: One of "idle", "walk", "run", "jump".
|
| 95 |
+
extra_prompt: Optional additional instructions for the motion.
|
| 96 |
+
|
| 97 |
+
Returns:
|
| 98 |
+
A base64 string of the generated video (MP4).
|
| 99 |
+
"""
|
| 100 |
+
client = _get_client()
|
| 101 |
+
|
| 102 |
+
# Clean base64
|
| 103 |
+
if "," in sprite_b64:
|
| 104 |
+
sprite_b64 = sprite_b64.split(",", 1)[1]
|
| 105 |
+
|
| 106 |
+
sprite_bytes = base64.b64decode(sprite_b64)
|
| 107 |
+
|
| 108 |
+
# Prompt construction (ported from original project)
|
| 109 |
+
base_style = """
|
| 110 |
+
CRITICAL STYLE REQUIREMENTS - YOU MUST FOLLOW THESE EXACTLY:
|
| 111 |
+
- This is a 2D PIXEL ART animation. The input image is a 2D pixel art sprite.
|
| 112 |
+
- The clip should be about 4 seconds long so it can be used as a game sprite animation.
|
| 113 |
+
- You MUST maintain the EXACT same 2D pixel art style as the input image.
|
| 114 |
+
- DO NOT make it 3D, DO NOT make it realistic, DO NOT add depth, DO NOT add shadows.
|
| 115 |
+
- DO NOT add lighting, DO NOT add gradients, DO NOT add shine or gloss.
|
| 116 |
+
- DO NOT render it in 3D style, DO NOT make it photorealistic.
|
| 117 |
+
- The character must remain flat 2D pixel art throughout the entire animation.
|
| 118 |
+
- Match the pixelated, low-resolution, retro game sprite aesthetic of the input image exactly.
|
| 119 |
+
- Use a solid pure white background (#FFFFFF), completely flat, no gradient, no textures, no shadows, no ground line, no objects.
|
| 120 |
+
- The character must stay centered, side view, and fill a reasonable portion of the frame.
|
| 121 |
+
- No text, UI, logos, borders, or props.
|
| 122 |
+
- Keep the same pixel density and resolution as the input image.
|
| 123 |
+
""".strip()
|
| 124 |
+
|
| 125 |
+
motion_prompts = {
|
| 126 |
+
"idle": """
|
| 127 |
+
ANIMATION TYPE: IDLE
|
| 128 |
+
- The character must stand completely still in place.
|
| 129 |
+
- Only animate a very subtle breathing motion: tiny up/down movement of the chest.
|
| 130 |
+
- Optional: very slight idle sway (left/right) of the body, but minimal.
|
| 131 |
+
- NO walking, NO movement across the screen, NO leg movement.
|
| 132 |
+
- The animation should be a single seamless idle loop that starts and ends in almost the same pose so it can be looped cleanly.
|
| 133 |
+
- Do not add any extra actions or transitions after the idle cycle finishes.
|
| 134 |
+
- Keep the animation loop smooth and subtle.
|
| 135 |
+
""",
|
| 136 |
+
"walk": """
|
| 137 |
+
ANIMATION TYPE: WALK CYCLE
|
| 138 |
+
- Animate a classic 2D side-scrolling walk cycle in place, side view.
|
| 139 |
+
- The character walks on the spot (does NOT move across the screen).
|
| 140 |
+
- Show clear leg alternation: left leg forward, right leg back, then switch.
|
| 141 |
+
- Arms should swing opposite to legs (left arm forward when right leg forward).
|
| 142 |
+
- The character's body should have a slight up/down bounce as they walk.
|
| 143 |
+
- The video should contain one clean walk cycle that returns to the starting pose so it can loop seamlessly.
|
| 144 |
+
- Avoid extra camera movement or additional actions at the end of the clip.
|
| 145 |
+
- The character must stay centered in the frame throughout.
|
| 146 |
+
""",
|
| 147 |
+
"run": """
|
| 148 |
+
ANIMATION TYPE: RUN CYCLE
|
| 149 |
+
- Animate a faster run cycle in place, side view.
|
| 150 |
+
- The character runs faster than walking with more exaggerated motion.
|
| 151 |
+
- Legs move faster with longer strides.
|
| 152 |
+
- Arms pump more vigorously than walking.
|
| 153 |
+
- Body has more pronounced up/down bounce.
|
| 154 |
+
- The character stays centered and runs on the spot, like a classic game sprite.
|
| 155 |
+
- The clip should be a single, smooth run cycle that ends in nearly the same pose as the first frame for looping.
|
| 156 |
+
- Do not add extra motions or transitions after the run cycle is complete.
|
| 157 |
+
""",
|
| 158 |
+
"jump": """
|
| 159 |
+
ANIMATION TYPE: JUMP CYCLE
|
| 160 |
+
- Animate a complete jump cycle in place: anticipation (squat down), jump up, hang time at peak, fall down, land, then settle back into the starting pose.
|
| 161 |
+
- The character should compress slightly before jumping (anticipation).
|
| 162 |
+
- At the peak of the jump, there should be a brief hang time.
|
| 163 |
+
- The landing should have a slight compression/squat.
|
| 164 |
+
- The clip should contain one complete jump cycle that ends very close to the initial idle pose, so it can be looped with other animations.
|
| 165 |
+
- Avoid extra steps, actions, or camera moves after the landing.
|
| 166 |
+
- NO camera movement, keep the character centered throughout.
|
| 167 |
+
"""
|
| 168 |
+
}
|
| 169 |
+
|
| 170 |
+
selected_motion = motion_prompts.get(animation_type, motion_prompts["idle"]).strip()
|
| 171 |
+
extra = f"\nAdditional user instruction: {extra_prompt.strip()}" if extra_prompt else ""
|
| 172 |
+
full_prompt = f"{base_style}\n\n{selected_motion}\n\n{extra}"
|
| 173 |
+
|
| 174 |
+
# Fallback chain for Veo models
|
| 175 |
+
veo_models = [
|
| 176 |
+
"veo-3.1-fast-generate-preview", # Currently the best for this
|
| 177 |
+
"veo-3.1-generate-preview"
|
| 178 |
+
]
|
| 179 |
+
|
| 180 |
+
last_error = None
|
| 181 |
+
|
| 182 |
+
for model_name in veo_models:
|
| 183 |
+
try:
|
| 184 |
+
print(f"Attempting animation with model: {model_name}")
|
| 185 |
+
|
| 186 |
+
response = client.models.generate_videos(
|
| 187 |
+
model=model_name,
|
| 188 |
+
prompt=full_prompt,
|
| 189 |
+
image=types.Image(
|
| 190 |
+
image_bytes=sprite_bytes,
|
| 191 |
+
mime_type="image/png"
|
| 192 |
+
),
|
| 193 |
+
config=types.GenerateVideosConfig(
|
| 194 |
+
aspect_ratio="16:9",
|
| 195 |
+
# duration_seconds=4 # Not always supported in all SDK versions/models, but implied
|
| 196 |
+
)
|
| 197 |
+
)
|
| 198 |
+
|
| 199 |
+
# Poll for completion
|
| 200 |
+
# The Python SDK might handle polling in generate_videos if not async,
|
| 201 |
+
# or we get an operation object.
|
| 202 |
+
# In the new google-genai SDK, generate_videos returns a Job or response.
|
| 203 |
+
# Let's assume it waits or we need to wait.
|
| 204 |
+
# Actually, looking at docs, generate_videos returns a GenerateVideosResponse
|
| 205 |
+
# which contains the video immediately OR it's a long-running op.
|
| 206 |
+
# For "generate-preview" models, it's often synchronous or fast.
|
| 207 |
+
# However, if it returns an operation, we must wait.
|
| 208 |
+
|
| 209 |
+
# NOTE: The Python SDK structure might differ slightly from Node.
|
| 210 |
+
# If response has 'generated_videos', we are good.
|
| 211 |
+
|
| 212 |
+
if hasattr(response, 'generated_videos'):
|
| 213 |
+
video = response.generated_videos[0]
|
| 214 |
+
if video.video.bytes:
|
| 215 |
+
return base64.b64encode(video.video.bytes).decode('utf-8')
|
| 216 |
+
elif video.video.uri:
|
| 217 |
+
# We might need to fetch it if it's a URI
|
| 218 |
+
# For now, assuming bytes are returned or handled by SDK
|
| 219 |
+
pass
|
| 220 |
+
|
| 221 |
+
# If it's an operation (Job), we'd need to poll.
|
| 222 |
+
# But usually the synchronous wrapper does this.
|
| 223 |
+
# Let's try to return the bytes.
|
| 224 |
+
|
| 225 |
+
# If we need to handle the Job object manually:
|
| 226 |
+
if hasattr(response, 'done'): # It's an operation
|
| 227 |
+
while not response.done:
|
| 228 |
+
time.sleep(5)
|
| 229 |
+
response = client.operations.get(response.name)
|
| 230 |
+
|
| 231 |
+
# Now get result
|
| 232 |
+
if response.result and response.result.generated_videos:
|
| 233 |
+
video_bytes = response.result.generated_videos[0].video.bytes
|
| 234 |
+
return base64.b64encode(video_bytes).decode('utf-8')
|
| 235 |
+
|
| 236 |
+
# If we got here and haven't returned, try to inspect standard fields
|
| 237 |
+
# The new SDK is quite dynamic.
|
| 238 |
+
|
| 239 |
+
# Let's assume standard happy path for now.
|
| 240 |
+
return base64.b64encode(response.generated_videos[0].video.bytes).decode('utf-8')
|
| 241 |
+
|
| 242 |
+
except Exception as e:
|
| 243 |
+
print(f"Model {model_name} failed: {e}")
|
| 244 |
+
last_error = e
|
| 245 |
+
continue
|
| 246 |
+
|
| 247 |
+
raise RuntimeError(f"All animation models failed. Last error: {last_error}")
|
| 248 |
+
|
| 249 |
+
def extract_sprite_frames(
|
| 250 |
+
video_b64: str,
|
| 251 |
+
fps: int = 8
|
| 252 |
+
) -> Tuple[str, List[str]]:
|
| 253 |
+
"""
|
| 254 |
+
Extracts frames from an MP4 video and returns a path to a ZIP file and list of frame images.
|
| 255 |
+
|
| 256 |
+
Args:
|
| 257 |
+
video_b64: Base64 string of the MP4 video.
|
| 258 |
+
fps: Frames per second to extract (default 8).
|
| 259 |
+
|
| 260 |
+
Returns:
|
| 261 |
+
Tuple containing:
|
| 262 |
+
1. Base64 string of the ZIP file containing all frames.
|
| 263 |
+
2. List of Base64 strings for the individual frames (for preview).
|
| 264 |
+
"""
|
| 265 |
+
# Create temporary directory
|
| 266 |
+
import tempfile
|
| 267 |
+
import shutil
|
| 268 |
+
import glob
|
| 269 |
+
|
| 270 |
+
if "," in video_b64:
|
| 271 |
+
video_b64 = video_b64.split(",", 1)[1]
|
| 272 |
+
|
| 273 |
+
video_bytes = base64.b64decode(video_b64)
|
| 274 |
+
|
| 275 |
+
with tempfile.TemporaryDirectory() as tmp_dir:
|
| 276 |
+
input_path = os.path.join(tmp_dir, "input.mp4")
|
| 277 |
+
with open(input_path, "wb") as f:
|
| 278 |
+
f.write(video_bytes)
|
| 279 |
+
|
| 280 |
+
output_pattern = os.path.join(tmp_dir, "frame_%03d.png")
|
| 281 |
+
|
| 282 |
+
try:
|
| 283 |
+
(
|
| 284 |
+
ffmpeg
|
| 285 |
+
.input(input_path)
|
| 286 |
+
.filter('fps', fps=fps)
|
| 287 |
+
.output(output_pattern)
|
| 288 |
+
.overwrite_output()
|
| 289 |
+
.run(capture_stdout=True, capture_stderr=True)
|
| 290 |
+
)
|
| 291 |
+
except ffmpeg.Error as e:
|
| 292 |
+
raise RuntimeError(f"FFmpeg error: {e.stderr.decode('utf8')}")
|
| 293 |
+
|
| 294 |
+
# Collect frames
|
| 295 |
+
frame_files = sorted(glob.glob(os.path.join(tmp_dir, "frame_*.png")))
|
| 296 |
+
|
| 297 |
+
frames_b64 = []
|
| 298 |
+
for frame_file in frame_files:
|
| 299 |
+
with open(frame_file, "rb") as f:
|
| 300 |
+
frames_b64.append(base64.b64encode(f.read()).decode('utf-8'))
|
| 301 |
+
|
| 302 |
+
# Create ZIP
|
| 303 |
+
zip_path = os.path.join(tmp_dir, "sprites.zip")
|
| 304 |
+
shutil.make_archive(zip_path.replace('.zip', ''), 'zip', tmp_dir, '.')
|
| 305 |
+
|
| 306 |
+
# Read ZIP
|
| 307 |
+
with open(zip_path, "rb") as f:
|
| 308 |
+
zip_b64 = base64.b64encode(f.read()).decode('utf-8')
|
| 309 |
+
|
| 310 |
+
return zip_b64, frames_b64
|