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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 duellist 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. Nothing may touch or overlap the next pose. Keep the reference character exactly: lithe duellist, cropped leather jerkin, bare forearms, twin short curved knives, torn ice-blue sash, 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 cut: both knives drawn back and low behind the hip, shoulders wound away, front foot lifted to step in, body compressed like a spring. It reads as about-to-strike, never as already striking. No motion effect. 2. CONTACT — the cut landing: both knives slashing forward and upward across the body at full extension, torso rotated fully through, front foot stamped down. Two short pale-blue motion smears follow the blades and stay close to the arms. 3. FOLLOW-THROUGH — after the cut: arms carried past and open wide, shoulders overshot, head still turned after the blades, sash flung forward. It must NOT look like a second attack. No motion effect. No text, no labels, no numbers, no captions, no frame borders, no grid lines, no ground shadow.
Creator
Tim Brook
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