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Characters & Sprites

Posing Characters with Pose Control

Direct exactly how a character stands or moves by driving generation from a pose skeleton instead of hoping the prompt lands.

Describing a pose in words — "leaping with sword raised, twisting mid-air" — is a gamble. Pose control removes the guesswork: you give the generator a skeleton showing exactly where the limbs go, and it builds your character into that pose.

Why pose control beats prose

Prompts are great at who and what style, and poor at precise body positioning. A pose skeleton pins down the stance directly, so you get the exact silhouette you want — essential for animation frames, action shots and matching poses across a set.

Step 1 — Set the pose

Start from a pose skeleton — a stick-figure rig of head, torso and limbs. Position it into the stance you want: idle, running, attacking, reaching. You're directing the body, not the art.

Step 2 — Describe the character

Your prompt still handles the character and style: "a pixel-art knight in silver armor". Combine that with the pose and the generator dresses your skeleton as that character in that exact stance.

Step 3 — Generate matching poses

The real power is repeatability. Reuse the same character prompt across a series of poses to build consistent action frames — an idle, a run, an attack — all in your character's exact stance and all on-model. Pair this with the consistent-character recipe for best results.

Great uses

  • Animation keyframes — pose the extremes of a motion, generate each, and you've got the basis of an animation.
  • Action art — dynamic combat and ability shots that a prompt alone can't stage.
  • Reference matching — recreate a specific pose for a cutscene or promo.

Combine with rigging

For clean, reusable movement, pose control pairs naturally with the Skeleton Editor: generate a solid character, then rig and animate it. Pose control shapes stills; rigging drives repeatable motion.

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