Build Edit Prompt
Where the Anti-Bones Wording Actually Lives
- edit_prompt
Every pipeline in this pack eventually needs one thing: a prompt that tells the generator "same character, new pose, don't draw bones." CP_BuildEditPrompt is the little string-assembly node that builds it from parts - the caption, the color palette, the prop hint, and a dash of anti-skeleton wording that saves you a lot of re-rolls.
It's not glamorous, and honestly you usually won't wire it up yourself: both CP_CharacterCaption and CP_PoseTransferPrep build this exact prompt internally. But it's the standalone version, and it earns its place the moment you want to tweak the pieces without re-running a captioner.
How it works
It concatenates four optional strings into one edit prompt:
- caption (required) - the character description, e.g. "a 2D game knight in silver plate armor."
- palette_hex - hex color strings from the pack's color-lock, like
#8b9dc3,#c0c0c0. Pasted straight into the prompt. - prop_hint - whatever the composer's prop system generated, e.g. "holding a sword in the right hand."
- extra - your own free-form additions. This is the input to reach for when the default prompt keeps doing something stupid.
- include_anti_bones (default
True) - appends the anti-skeleton wording. The README's tip is blunt: "if bones appear: the Prep prompt already includes anti-skeleton wording; change seed." This is where that wording comes from.
One output: edit_prompt, a plain STRING. Wire it into your CLIP text encoder, or - if you're on the Qwen-Image-Edit hard-lock path - into the Qwen edit text-encode node.
Why the pieces matter
The pack's whole theory is that captions describe a character but don't reproduce one, so it leans on the palette lock to pin colors and on the caption to pin style and outfit. That's the same finding the wider community landed on for character consistency: a model has no memory of "your" knight, so you have to hand it the details every single time. Build Edit Prompt is where those details get pasted together.
Installing
It ships in the same single pack as everything else here:
cd ComfyUI/custom_nodes
git clone https://github.com/Spit8/_ComfyUI_CharacterPose
pip install -r _ComfyUI_CharacterPose/requirements.txt
Restart ComfyUI and it's under CharacterPose/Character. No models, no downloads - it's pure string work.
Gotchas
captionis marked required but has a""default. If you feed it nothing, you get a prompt made of palette and prop hints alone. That's occasionally fine, usually not. Give it a real caption.- If you've got
include_anti_boneson and the output still has skeleton artifacts, that's a model/seed problem, not a prompt-assembly problem. Change the seed, as the README says - the wording is already in there. - Don't chain this after
CP_CharacterCaptionand then also use the caption node's ownedit_promptoutput. You'd be assembling the same string twice.
Tiny node, real job. Every time a pose transfer "works but has bones," this is the node carrying the counterargument.
Inputs (5)
| Name | Type | Default | Description |
|---|---|---|---|
| caption | STRING | — | |
| palette_hexopt | STRING | — | |
| prop_hintopt | STRING | — | |
| extraopt | STRING | — | |
| include_anti_bonesopt | BOOLEAN | true | — |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| edit_prompt | STRING | — |