Introduction¶
In the DSH plugin ecosystem, game asset generation often involves multiple stages, including image generation, image-to-video conversion, and local image processing. The plugin dsh-game-material-master (Game Material Master) integrates the image generation capabilities of Volcano Ark Seedream, the image-to-video capabilities of MiniMax, and the local ffmpeg capabilities for matting, frame extraction, and image compositing into a single workflow. It is maintained by universe-st and aims to solve the efficiency problem of batch-producing game-ready assets from a single character setting image.
Core Features¶
This plugin includes the following functional modules:
- Eight-Direction Image Generation: Supports two modes: circle-turning frame extraction and per-direction image generation. By default, it extracts frames for eight directions from a green screen video of a character turning in place and composites them into a controllable sprite preview.
- Image Generation: Supports prompt-based generation and reference-image-based generation. After generation, it automatically performs matting and outputs transparent PNG files.
- Frame Sequence Generation: Generates animation from first and last frames or a reference video, and automatically extracts frames, performs matting, and composites them horizontally.
- 45° Map Tile Generation (Experimental): Uses the strategy of “code handles geometry, AI handles content” to generate isometric tile packages.
- Map Editor (Experimental): Fully local with zero billing, providing an AsLib-like RPG Map Maker interface, and supporting asset management, automatic connections, and animated tiles.
- Skeletal Animation Generation (Experimental): Supports exporting Spine / DragonBones atlases.
- Conversation-Driven: All features can be invoked through conversation. The plugin registers
game_material_*tools and supports automatic agent execution or manual review.
Installation and Enablement¶
The installation command is as follows:
dsh plugin --profile web add dsh-game-material-master
After installation, restart DSH to load the plugin. Find “Game Material Master” in the sidebar, enter the settings page, and configure the API Key:
* Volcano Ark API Key: Used for Seedream image generation; connection verification is required.
* MiniMax API Key: Used for image-to-video conversion.
* Image Generation Model: Defaults to doubao-seedream-5-0-flash-260915, with different versions available for switching.
Typical Usage¶
1. Eight-Direction Image Generation¶
This is the most commonly used feature for creating walking sprites.
- Create a new project and upload a character setting image.
- In the Eight-Direction Image Generation module, select circle-turning frame extraction mode (default). Enter a prompt to generate a green screen video of the character turning around steadily in place.
- The plugin automatically extracts frames for eight directions along the timeline. If adjustment is needed, drag the circles on the timeline to re-cut them.
- Click Generate Walking Animation Video to have the character walk three steps while facing the original direction.
- The plugin automatically extracts frame sequences, removes the green screen, and composites the full image.
- Use the WASD keys to control the character in the preview area and check whether the eight-direction transitions are smooth.
2. Image Generation¶
- In the “Image Generation” module, enter the main prompt.
- Optional: Drag in up to 10 reference images.
- Click Generate. The result area will display images one by one. Click “Approve” or download the matted PNG assets.
3. Frame Sequence Generation¶
- Select the mode: first-and-last-frame mode or multimodal reference mode.
- Enter a prompt, set the duration and resolution, and generate the video.
- The plugin automatically extracts frames, performs matting, and composites them horizontally.
- Play it in a loop in the preview area on the right to review animation continuity.
Notes¶
- Dependency Environment: Local installation of
ffmpegandffprobeis required, and their paths must be added to the environment variables (or specified in the DSH configuration). - Data Privacy: Asset generation is fully completed locally, with no upload to third-party services; data is stored in the local DSH directory.
- Experimental Features: Some features (such as skeletal animation, map editor, and 45° map tile generation) are currently experimental and not yet fully polished.
- Feature Management: In the settings, unneeded modules can be disabled. Once disabled, the plugin interface will no longer display that module, and the AI in conversation will not be able to invoke it.
Conclusion¶
By integrating multimodal models with local processing tools, this plugin provides a game asset pipeline from concept to finished product for game development. Its conversation-driven nature also makes it easy to integrate into DSH agent development. For more details and source code, visit the GitHub repository.