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Made with Nano Banana 2 Lite · CC0 · 11 Sept 2026
Generated from: A 2D game character sprite sheet: one row of THREE separate full-body poses of the SAME knight from the reference image, at exactly the same scale, on the same ground line, on a flat plain solid mid-grey background. SPACING IS CRITICAL: leave an empty gap at least as wide as a whole figure between each pose. No pose, cape, weapon or motion effect may touch or overlap the next pose. Three figures only, widely separated, with large empty grey space between them. Keep the reference character exactly: battered plate armour, tattered blue cape, glowing orange gauntlet on the left hand, heroic proportions about 6.5 heads tall, heavy ink outline, flat cel shading in three values with a warm rim light from the upper right. All three face to the RIGHT, side-on three-quarter camera at chest height: 1. WIND-UP — the instant before a punch: weight loaded onto the BACK foot, the gauntlet fist drawn back past the hip, shoulder rotated away, front arm raised as a guard, body coiled. It reads as about-to-strike, never as already striking. No motion effect at all. 2. CONTACT — the punch landing at full extension: the glowing gauntlet fist thrown forward at chest height, arm locked straight, torso rotated fully through, front foot planted hard. A short bright motion smear trails the fist and stays close to the arm. 3. FOLLOW-THROUGH — after the blow: the arm dropping and crossing the body, shoulders overshot past the target, weight forward on the front foot, head still turned after the punch. It must NOT look like a second attack. No motion effect at all. No text, no labels, no numbers, no captions, no frame borders, no grid lines, no ground shadow.
Creator
Tim Brook
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