Nodes/2D Character pose transform/Warp Preview Overlay
ComfyUI Node

Warp Preview Overlay

Peek Before You Commit

By Spit8·Created 2 months ago·Updated 2 months ago· 1
Warp Preview Overlay
  • image
  • source_pose
  • target_pose
  • preview
skeleton_blend0.70

Before you spend a full render on a pose, you want to know one thing: does it line up? CP_WarpThenPreview is the quick look - it runs the pack's default warp path (no geometric warping, just the target skeleton blended over your sprite) and returns a single preview image. It's CP_WarpToPose with every optional knob set to "just show me."

How it works

It calls the same WarpToPose machinery with defaults - method=none, skeleton_blend at whatever you set (0.70 default) - and returns only the blended result. That means you're seeing your sprite with the target pose's OpenPose sticks overlaid at partial opacity: exactly the "guided" image the full pipeline would feed into a repair or edit model, minus the rest of the outputs.

The point isn't precision. It's that you can throw this in front of a preview node, scrub through target poses, and reject the ones where the sticks clearly don't match your character's proportions before you pay for a generation.

The inputs

  • image - your sprite.
  • source_pose - the character's current pose (POSE).
  • target_pose - the pose you want to move it to (POSE).
  • skeleton_blend - 0 to 1, how strongly the sticks show. 0.70 default.

Output: preview - the blended image.

Installing

Part of Spit8/_ComfyUI_CharacterPose:

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/Warp.

Gotchas

  • It's the default path only. If you wanted an actual geometric warp, this isn't it - method isn't exposed here. For warp control, use CP_WarpToPose directly.
  • No alignment rescue: if the target pose doesn't roughly match your sprite's size, the preview shows sticks in the wrong place and you'll be tempted to blame the node. That's what align_to_source in the full node is for - this convenience version keeps it simple.
  • It's a preview node in spirit but not in type - wire the preview output into a PreviewImage yourself.

See the pose before you commit to it. That's the whole pitch, and it'll save you a surprising number of wasted renders.

CategoryCharacterPose/Warp

Inputs (4)

NameTypeDefaultDescription
imageIMAGE
source_posePOSE
target_posePOSE
skeleton_blendFLOAT0.700–1

Outputs (1)

NameTypeDescription
previewIMAGE