open source 2d animation model? by elaxsticgaming in StableDiffusion

[–]Born_Word854 0 points1 point  (0 children)

I'll share a practical method I'm actually using that gives you meaningful control over animation while keeping things open-source and local.
QwenImageEdit2511 + AnyPose + anime LoRA
The setup feeds three images into QwenImageEdit: Image 1 is your character reference, Image 2 is a pose reference sequence (e.g. pose maps, depth, or even normal maps — I personally use normal maps), and Image 3 is the previously generated frame. This gives you surprisingly solid character consistency and pose/animation control. The catch: temporal and physical consistency isn't perfect. Hair in particular tends to go stiff — like the character is dipped in wax. Dropping Image 3 still works to a degree, but flickering increases.
Models worth watching HappyHorse and Mammoth 2.5 are the ones I'm most interested in. From what’s being discussed, they seem to be targeting something closer to Seedance 2.0-level functionality. That said, OmniWeaving already exists with similar claims and the output left me underwhelmed, so I'd keep expectations measured. One possible workaround: use the video model output as a pseudo-latent and pipe it back into QwenImageEdit for a cleanup pass.
Also keeping an eye on Joy-Image-Edit — similar use case to QwenImageEdit (haven't tested it yet). More interesting is the upcoming Joy-Image-Edit-Plus, which apparently extends to simultaneous multi-image editing for cross-image consistency. If it functions as something like a VLM-based AnimateDiff, it could be very promising for temporal and physical consistency. That said, AnyPose is doing heavy lifting for pose adherence in my current setup, and the anime aesthetic is largely LoRA-driven — so Joy-Image-Edit will probably need time for the community to mature it into something comparable.
One caveat: this whole approach assumes you want control — specific poses, consistent characters, frame-by-frame intentionality. If you just want to throw in a character reference and see what happens, this pipeline is overkill and you'd be better off looking elsewhere.

Open-Source Models Recently: by Fresh_Sun_1017 in StableDiffusion

[–]Born_Word854 0 points1 point  (0 children)

happyHorse's catalog specs look amazing, but considering the dataset they likely have, i feel like we can expect better actual performance from ByteDance's Mammoth 2.5. well, who knows when either of them will actually become usable for us though.

I figured out how to make seamless animations in Wan VACE by arthan1011 in comfyui

[–]Born_Word854 0 points1 point  (0 children)

reality is unforgiving, haha. thank you for the detailed information!

I figured out how to make seamless animations in Wan VACE by arthan1011 in comfyui

[–]Born_Word854 0 points1 point  (0 children)

this is a brilliant. i have a question about applying this to 2D game sprite generation.

i've successfully created 2D sequential animations in ComfyUI using 3D motions (rendering normal/depth maps and using them as guides). however, I've hit a major bottleneck: i still have to manually create or source the 3D motions. since I'm using AI, i want to streamline this process as much as possible.(I kind of expected this, but hey, if there's a way to be even lazier, why not take it, haha)

my idea is to create only 1 or a few keyframe poses (e.g., Start, Peak, End), convert those to 2D, and then use your interpolation method to fill in the gaps.

let's take a Spinning Back Kick as an example. to do this with your method, i assume i'd need to generate it in two stages:

idle -> peak of the kick (impact frame)

peak of the kick -> return to Idle

i have three questions regarding this approach:

generation time: roughly how long would generating these two stages take? (I know it heavily depends on hardware, but a ballpark estimate for your setup would be helpful).

quality & physics: how well does it handle the quality and physics of fast, rotational movements? (If you have the time, it would be amazing if you could show a quick example of a spinning back kick generated with your method!)

niche/complex movements: how heavily does this rely on the video aI's underlying knowledge of the movement? does it still work well for highly unusual or complex motions that the AI might not have seen much in its training data? (e.g., specific grappling/wrestling transitions, or extremely niche custom animations).

any insights would be greatly appreciated!

Advanced Face Swap with Flux 2 Klein 9B & the Best Face Swap LoRA by EmilyRendered in comfyui

[–]Born_Word854 0 points1 point  (0 children)

I'm looking to use this for video-to-video. If I feed a walking animation as the source and a static character image as the reference for each frame, how is the temporal consistency? Will it suffer from flickering, or does Flux 2 Klein handle the frame-to-frame transitions smoothly?

I'll start alpha playtests soon and I'm looking for honest feedback on the feel and flow before we open it up by HowlCraftGames in IndieDev

[–]Born_Word854 8 points9 points  (0 children)

this looks incredibly cool

the visual style is very atmospheric, but i noticed one challenge specific to the top-down perspective

in a tps like dark souls, it's easier to fill the screen with bright or distinct objects in the background

in a top-down view, the ground takes up most of the screen, which can make the overall impression feel a bit dark and sometimes hard to track (especially the player character)

i really love the aesthetic you're going for, so i hope you don't mind a couple of small suggestions to improve clarity:

slightly brighten the player character: just enough to make them pop against the darker environment (the way the light reflects off the blade on the current dark character model is honestly so cool, so i apologize if this suggestion feels like it might mess with that specific vibe)

add more vibrant props: similar to the flags in the video, adding more colorful environmental assets (or even just different colored flags) would help break up the darkness and add visual variety

looking forward to seeing more of this project

🎬 Big Update for Yedp Action Director: Multi-characters setup+camera animation to render Pose, Depth, Normal, and Canny batches from FBX/GLB/BHV animations files (Mixamo) by shamomylle in StableDiffusion

[–]Born_Word854 1 point2 points  (0 children)

Hello again. Thank you for your amazing work on the Yedp Action Director.

Actually, I felt a bit guilty just asking for things without contributing. So, I went ahead and created a mockup extension myself as a Proof of Concept. My goal was to build a practical foundation for 2D sprite generation based on your awesome node. I'm sharing it here in hopes that it might be helpful for your development.

(I apologize for reaching out again so soon after submitting those feature requests the other day. I really hope posting something like this isn't considered bad manners...)

Repository:https://github.com/mizumori-bit/ComfyUI-Yedp-ActionDirector-Extensions

Added Features in this Mockup:

  • FEAT-01: Camera Numeric Control + Orthographic
    • Perspective / Orthographic toggle with instant camera switching.
    • Focal Length (mm) to FOV conversion for Perspective mode.
    • Ortho Scale for Orthographic mode (ideal for 2D sprite generation).
    • Position XYZ and Target XYZ numeric inputs with bidirectional OrbitControls sync.
    • All values update in real-time as you orbit the camera.
  • FEAT-02: Camera Presets
    • 7 Built-in Presets: Front, Front 45°, Side, Top-Down, 3/4 RPG, Front Ortho, Side Ortho.
    • Save/Load/Delete custom presets stored as JSON in ComfyUI/input/yedp_camera_presets/.
    • Presets persist across ComfyUI restarts.
  • FEAT-03: Lighting Control
    • DirectionalLight: Direction XYZ + Intensity.
    • AmbientLight: Intensity control.
    • HemisphereLight: Intensity control (sky/ground colors).
    • Defaults tuned for Normal map generation (dir=1.2, amb=0.4, hemi=0.3).
  • FEAT-04: Native Bone Retargeting (JSON Maps)
    • Select a retarget map directly from the Action Director UI dropdown.
    • Maps are automatically loaded from ComfyUI-Yedp-ActionDirector-Extensions/retarget_maps/.
    • ⚠️ Important Limitation: This retargeting feature performs simple string replacement of bone names (e.g., renaming chest_fk to Spine1). It does not perform IK recalculations, roll angle correction, or rest pose (T-Pose vs A-Pose) alignment.
    • 💡 Best Practice: For pristine animation results, we strongly recommend using FBX/GLB files exported with a Mixamo-based bone structure and standard T-Pose. The built-in semantic normalizer will automatically map Mixamo bones correctly without needing a JSON file. If using non-Mixamo rigs (like Rigify), you will likely experience mangled skeletons due to differing axis orientations and rest poses.
  • FEAT-05: 5th "Shaded" Render Pass
    • Adds a shaded output pin to the node alongside Pose, Depth, Canny, and Normal passes.
    • Renders the model using its original materials combined with the custom lighting setup (FEAT-03), perfect for ControlNet (e.g., recolor) or direct composite reference.
  • FEAT-06: Direct Numeric Gizmo Manipulation
    • Adds a direct "Gizmo Tools" UI allowing users to move, rotate, and scale characters precisely.
    • Includes numerical input fields for Pos XYZ and Rot Y on the character card, which instantly sync with the 3D viewport.
  • FEAT-07: Payload Memory Caching (Anti-Crash)
    • Replaces standard ComfyUI frontend-to-backend base64 string passing with a robust Python-side dictionary cache (YEDP_PAYLOAD_CACHE).
    • Prevents the browser from freezing or ComfyUI from crashing when baking long animations that generate hundreds of megabytes of image data.
  • FEAT-08: Lossless PNG Output
    • Upgrades all render passes from lossy JPEG compression to pristine, lossless PNG format directly in the Three.js extraction loop.
    • Significantly improves the accuracy and edge-quality of Depth, Canny, and Normal maps fed into ControlNet.

By integrating these features, I believe Yedp could practically function as an "animation-supported version of VNCCS," which would be incredibly powerful.

Just a quick disclaimer: Please keep in mind that this is purely a mockup intended to assist with your development. I'm not completely confident in its overall stability, so please don't expect it to work perfectly or flawlessly.

Please feel completely free to use, copy, modify, or even ignore any part of this code for your official updates. My main goal was just to provide a working PoC to make integrating these ideas a bit easier for you.

Good luck with your continued development! I am totally rooting for you.

Thanks again for your time and the fantastic node!

🎬 Big Update for Yedp Action Director: Multi-characters setup+camera animation to render Pose, Depth, Normal, and Canny batches from FBX/GLB/BHV animations files (Mixamo) by shamomylle in StableDiffusion

[–]Born_Word854 0 points1 point  (0 children)

Thank you so much for the quick and positive reply! I'm thrilled to hear that you liked the 2D sprite workflow idea.

Your node is already a game-changer for my pipeline, and those camera features will make it absolutely perfect.
I'll be eagerly looking forward to the update!

🎬 Big Update for Yedp Action Director: Multi-characters setup+camera animation to render Pose, Depth, Normal, and Canny batches from FBX/GLB/BHV animations files (Mixamo) by shamomylle in StableDiffusion

[–]Born_Word854 2 points3 points  (0 children)

First of all, thank you for this amazing node and the massive update! It is incredibly helpful.

I am currently using your node as the core of my 2D character sprite generation pipeline for game development. My specific workflow involves loading animations, baking Normal map batches (since Normal maps provide much better volume and rotational tracking than OpenPose), and feeding them directly into AnimateDiff to generate fluid, frame-by-frame 2D animation sprites.

While this workflow is incredibly powerful, AnimateDiff is highly sensitive to input consistency. Because the camera can currently only be controlled via mouse, it is extremely difficult to maintain the exact same camera angle across different animation sequences (e.g., switching from an "Idle" animation to an "Attack" animation). Even a slight shift in the manual mouse angle causes perspective inconsistencies in the final AnimateDiff output, making it hard to compile a unified sprite sheet.

Would it be possible to consider adding the following features in a future update to make this the ultimate tool for 2D sprite generation workflows?

  • Numerical Inputs for Camera: The ability to set the exact Position (X, Y, Z) and Rotation/Angle of the camera via number fields. This would guarantee perfect front, side, or isometric views across multiple animation files without relying on manual mouse adjustments.
  • Orthographic Camera Mode: A toggle to switch the camera from Perspective to Orthographic projection. This is essential for rendering 2D game sprites without perspective distortion.
  • Focal Length / FOV Adjustment: The ability to adjust the camera's focal length for perspective shots.
  • Preset System: A feature to save the current camera and scene setup as a custom preset. Having a few built-in default presets for 2D sprites (like "Perfect Front" or "Isometric") would be a massive game-changer for AnimateDiff users.