Generate RPG Sheet Skeletons
A Full Pose Library in One Drop
- skeletons
- labels
The fastest way to understand what this pack is for: RPG sprites. A game character needs the same hero idling, walking, running, jumping, fighting - and CP_GenerateRPGSheet just hands you the skeleton for all of it at once. It renders the pack's built-in RPG pose sequence as a batch of OpenPose stick figures, one per pose, with labels, ready to drive a render loop.
No models, no downloads, no captioning. It reads pose files from the pack's built-in poses/ directory and draws them. That's the whole job, and it's genuinely useful as a pose-preview node even if you never touch the render path.
How it works
The default sequence is the 14-pose south-east set: idle_se, walk_se_01..04, run_se_01..04, jump_se, fight_se_01/02, work_se_01/02. SE means south-east - the classic ¾ front-right isometric view that RPG sprites live in. Each named pose is loaded from the library, scaled to your width/height, and drawn as an OpenPose skeleton.
If a name in the list doesn't match a pose file, it produces a black placeholder frame labeled <name>(missing) instead of crashing - you see the gap immediately.
The inputs that matter
- width / height - canvas size, 1024 square by default.
- pose_names - comma-separated, pre-filled with the full 14-pose sequence. Edit it to emit a custom set. This is also how you'd switch to the NE (north-east, ¾ back-right) variants or add
attack,death,hurt,cast- the legacy set is still in the library.
Outputs: skeletons - an IMAGE batch, one skeleton per pose, in the same order you named them - and labels - the pose names, newline-joined, so you can split them back into individual strings for filenames or prompt injection.
Installing
Same single pack:
cd ComfyUI/custom_nodes
git clone https://github.com/Spit8/_ComfyUI_CharacterPose
pip install -r _ComfyUI_CharacterPose/requirements.txt
Restart ComfyUI; it's under CharacterPose/Sheet.
Gotchas
- The labels are newline-joined in one string, not a list. Split on
\nif you're feeding each label somewhere individually. - Placeholder frames for missing poses have the same dimensions as everything else, so a loop over the batch won't break - but you'll render black frames if you forget to check labels.
- This node emits skeletons, not finished sprites. The intended flow is: skeletons out → run each through a render/repair loop with your character → then
CP_ExportSpriteSheetto pack the results. It's the first half of a two-node job.
One node, fourteen poses, zero setup. It's the closest thing this pack has to a "press here to start making an RPG character."
Inputs (3)
| Name | Type | Default | Description |
|---|---|---|---|
| width | INT | 102464–4096 | — |
| height | INT | 102464–4096 | — |
| pose_namesopt | STRING | idle_se,walk_se_01,walk_se_02,walk_se_03,walk_se_04,run_se_01,run_se_02,run_se_03,run_se_04,jump_se,fight_se_01,fight_se_02,work_se_01,work_se_02 | — |
Outputs (2)
| Name | Type | Description |
|---|---|---|
| skeletons | IMAGE | — |
| labels | STRING | — |