{
  "status": "checkpoint-3-editorial-review-pending-user",
  "reviewer": "Codex visual assessment; AnimGen team review pending",
  "review_date": "2026-10-18",
  "scope": "Six tools, 30 cases, 31 attempts. Only these inputs and recorded settings; not a tool-wide success-rate estimate.",
  "score_order": ["identity", "motion", "loop_or_ending", "alpha_edges", "import_and_preparation"],
  "score_basis": "First four scores describe unchanged source output. The fifth describes the work needed to obtain a usable result, not just whether an atlas loads. All raw atlases loaded in the common Godot adapter, including rejected outputs. No weighted ranking.",
  "selection_convention": "Zero-based source frame ranges, inclusive endpoints. Concatenate ranges in order. Preserve source duration unless speed_multiplier is given. No redraw, AI enhancement, interpolation, per-frame alignment or alpha cleanup.",
  "labor": {"human_edit_minutes": null, "reason": "Human active editing was not timed; do not invent it or substitute script runtime. Automated build time is measured separately per output. Recipes are reproducible but labor cost remains unquantified."},
  "records": [
    {"id":"autosprite/pixel-idle-1","scores":[3,4,4,4,5],"usability":"direct","ranges":null,"pixel_grid":"Reinterpreted at 256×256; original 96×139 grid not retained.","note":"Recognizable colors, sword and breathing loop. The original wide ready stance becomes a narrower, more upright stance.","evidence_frames":[0,6,12,24]},
    {"id":"autosprite/pixel-run-1","scores":[3,4,3,4,3],"usability":"edited","ranges":[[8,14]],"pixel_grid":"Reinterpreted at 256×256; original grid not retained.","note":"Clear strides and complete sword; view and proportions rock through the longer output. Select one seven-frame cycle at original 12 FPS; some view rocking remains.","evidence_frames":[8,10,12,14]},
    {"id":"autosprite/pixel-attack-1","scores":[3,1,3,4,1],"usability":"unusable","ranges":null,"pixel_grid":"Reinterpreted at 256×256; original grid not retained.","note":"Sword is raised and lowered, without a readable horizontal slash. Trimming cannot supply the missing action.","evidence_frames":[0,4,7,10]},
    {"id":"autosprite/robot-idle-1","scores":[4,2,4,4,1],"usability":"unusable","ranges":null,"pixel_grid":null,"note":"A stable casual idle with arms lowered, not the requested fists-up fighting guard. Retained as the first attempt; its cost is included.","evidence_frames":[0,8,16,24]},
    {"id":"autosprite/robot-idle-2","scores":[4,4,4,4,5],"usability":"direct","ranges":null,"pixel_grid":null,"note":"Second attempt has raised fists and a readable fighting idle. More side-on than the input. Both attempts count toward cost; only this one contributes a usable idle.","evidence_frames":[0,8,16,24]},
    {"id":"autosprite/robot-run-1","scores":[3,3,3,4,3],"usability":"edited","ranges":[[7,13]],"pixel_grid":null,"note":"Recognizable running with both strides, but torso perspective rocks. Select one seven-frame cycle at original speed; no repositioning or repainting.","evidence_frames":[7,8,10,12,13]},
    {"id":"autosprite/robot-attack-1","scores":[4,4,3,4,3],"usability":"edited","ranges":[[3,12]],"pixel_grid":null,"note":"Source contains two punches. Keep the first punch with startup and return to guard, ten frames at 12 FPS.","evidence_frames":[3,5,6,9,12,17]},
    {"id":"ludo/pixel-idle-1","scores":[4,4,4,4,5],"usability":"direct","ranges":null,"pixel_grid":"Native 96×139 canvas; pixel-scale changes and mixed colors remain, not a locked 16-color palette.","note":"Keeps the ready stance, recognizable outfit and sword, with subtle breathing. Uses the official GIF's own pixels and 70 ms delays.","evidence_frames":[0,9,18,35]},
    {"id":"ludo/pixel-run-1","scores":[3,3,3,4,3],"usability":"edited","ranges":[[8,15]],"pixel_grid":"Native 96×139 canvas; palette and edge pixels change.","note":"Raw rear foot is cut at the left edge in extended strides (for example 0, 7 and 16). Frames 8–15 provide a simplified compact cycle; a few sword-tip edge pixels remain tight/cropped. This is a borderline usable edit, not a clean full-stride result.","evidence_frames":[0,7,8,9,12,15,16],"borderline":true},
    {"id":"ludo/pixel-attack-1","scores":[3,2,4,4,1],"usability":"unusable","ranges":null,"pixel_grid":"Native 96×139 canvas; pixel-scale shapes and colors change.","note":"During the attack the blade becomes foreshortened/very thin and reaches outside the canvas; the extended hand is also clipped. A full readable sword attack cannot be recovered by trimming.","evidence_frames":[2,3,4,6,7,9]},
    {"id":"ludo/robot-idle-1","scores":[4,4,4,5,5],"usability":"direct","ranges":null,"pixel_grid":null,"note":"Clear fists-up breathing idle with stable feet and a blink; small view shifts remain. Clean transparency in the reviewed backgrounds.","evidence_frames":[0,9,18,35]},
    {"id":"ludo/robot-run-1","scores":[3,3,3,5,3],"usability":"edited","ranges":[[18,33]],"speed_multiplier":1.25,"pixel_grid":null,"note":"Original movement reads as a slow jog/march with short strides and some body-size/view drift. Select a complete 16-frame cycle and increase playback speed by 25%; the short stride style remains. Borderline for a game needing a forceful run.","evidence_frames":[18,21,25,28,33],"borderline":true},
    {"id":"ludo/robot-attack-1","scores":[4,4,5,5,5],"usability":"direct","ranges":null,"pixel_grid":null,"note":"One clear punch with anticipation, extension and recovery. A longer extension hold gives it a deliberate pace; no edit is required to retain the requested action.","evidence_frames":[4,10,13,19,25,35]},
    {"id":"spriteflow/pixel-idle-1","scores":[4,4,4,4,5],"usability":"direct","ranges":null,"pixel_grid":"Smooth 512×512 reinterpretation; original pixel grid is not preserved.","note":"Readable ready-stance breathing with stable feet and complete sword. Functionally usable as a 2D animation, not a drop-in grid-faithful pixel asset.","evidence_frames":[0,8,16,31]},
    {"id":"spriteflow/pixel-run-1","scores":[4,3,3,3,3],"usability":"edited","ranges":[[8,11]],"pixel_grid":"Smooth 512×512 reinterpretation with soft/ghosted edges.","note":"Remove standing endpoints and select a four-pose cycle at native 8 FPS. Large green residue appears in early raw frames; selected frames still show mild green/soft edges at the boots. No cleanup was applied.","evidence_frames":[0,2,8,9,10,11,31]},
    {"id":"spriteflow/pixel-attack-1","scores":[4,3,4,3,1],"usability":"unusable","ranges":null,"pixel_grid":"Smooth 512×512 reinterpretation; not the source pixel grid.","note":"The swing is recognizable, but its extended sword is clipped at the right edge during the impact/extension poses. Cutting those poses would remove the attack being tested.","evidence_frames":[14,15,16,17,19,20,23]},
    {"id":"spriteflow/robot-idle-1","scores":[4,4,4,4,5],"usability":"direct","ranges":null,"pixel_grid":null,"note":"Recognizable fighting guard, stable feet and small breathing/hand motion. The subtle action works as an idle.","evidence_frames":[0,8,16,31]},
    {"id":"spriteflow/robot-run-1","scores":[4,3,3,3,3],"usability":"edited","ranges":[[20,25]],"pixel_grid":null,"note":"Source starts and finishes standing. Select six running poses at native 8 FPS. Facial-expression changes and some green tint on boots/joints remain.","evidence_frames":[0,20,22,24,25,31]},
    {"id":"spriteflow/robot-attack-1","scores":[4,3,3,4,3],"usability":"edited","ranges":[[4,13]],"pixel_grid":null,"note":"Source performs two punches. Keep the first with its held extension and return; ten frames at native 8 FPS. Sparse transition poses remain visible.","evidence_frames":[4,6,10,11,12,13,22]},
    {"id":"pixellab/pixel-idle-1","scores":[4,3,3,3,3],"usability":"edited","ranges":[[2,5]],"pixel_grid":"Native 96×139 pixel grid; no resampling. Palette and individual edge pixels are not locked.","note":"Remove the two exported input-reference frames. Four generated poses form a small breathing/hair-motion loop at native 6 FPS; a few stray hair/blade pixels remain.","evidence_frames":[0,1,2,3,4,5]},
    {"id":"pixellab/pixel-run-1","scores":[4,3,3,3,3],"usability":"edited","ranges":[[2,9]],"speed_multiplier":2,"pixel_grid":"Native 96×139 pixel grid; no smoothing. Sword-tip and hair pixels vary.","note":"Remove the two reference frames and play the eight generated poses at 12 FPS instead of the editor's 6 FPS. This gives a stylized short-stride jog, not an athletic airborne run; slight foot-edge clipping and sword-tip variation remain. Borderline usability.","evidence_frames":[0,1,2,3,5,6,9],"borderline":true},
    {"id":"pixellab/pixel-attack-1","scores":[3,2,3,2,1],"usability":"unusable","ranges":null,"pixel_grid":"Native 96×139 grid, but the thin weapon is unstable across generated frames.","note":"In the generated portion the sword becomes thin/broken while the arm changes pose. A clear complete horizontal slash would require redrawing weapon frames or another generation.","evidence_frames":[2,5,8,11,14,17]},
    {"id":"sprite-ai/pixel-idle-1","scores":[3,3,4,2,1],"usability":"unusable","ranges":null,"pixel_grid":"139×139 canvas with pixel-scale art; original blade pixels are not retained.","note":"Body and breathing remain recognizable, but the front portion of the sword breaks into sparse pixels throughout. The loss is also visible on dark backgrounds; it is not only white-on-white display.","evidence_frames":[0,2,4,7]},
    {"id":"sprite-ai/pixel-run-1","scores":[3,3,3,2,1],"usability":"unusable","ranges":null,"pixel_grid":"139×139 pixel-scale output; edge/palette changes present.","note":"Compact readable running poses and easy eight-frame JSON timing, but the sword remains shortened/broken through the cycle. Repair would require drawing the weapon across frames.","evidence_frames":[0,1,2,4,6,7]},
    {"id":"sprite-ai/pixel-attack-1","scores":[3,2,3,2,1],"usability":"unusable","ranges":null,"pixel_grid":"139×139 pixel-scale output; weapon continuity is not preserved.","note":"Attack poses are present, but the blade becomes a fragmented line in key frames 2–5, obscuring the requested slash. Retiming cannot restore the missing sword.","evidence_frames":[0,2,3,4,5,7]},
    {"id":"animgen/pixel-idle-1","scores":[2,3,3,4,1],"usability":"unusable","ranges":null,"pixel_grid":"560×752 video-derived output, soft/semtransparent pixels and many mixed colors; not a retained 96×139 grid.","note":"From frame 1, the white blouse changes to orange and the sleeves/gloves change. Removing the first frame would hide the jump but would not restore the input costume, so this is not accepted as the same-character idle.","evidence_frames":[0,1,20,60,96]},
    {"id":"animgen/pixel-run-1","scores":[3,3,2,4,1],"usability":"unusable","ranges":null,"pixel_grid":"560×752 video-derived pixel-style output; original grid and palette are not retained.","note":"Running is recognizable, but the extended rear foot and sword are repeatedly clipped by the canvas. No complete clear cycle without those losses was identified in this pass.","evidence_frames":[1,4,8,14,29,44,69,90]},
    {"id":"animgen/pixel-attack-1","scores":[3,2,1,4,1],"usability":"unusable","ranges":null,"pixel_grid":"560×752 video-derived output; not a grid-faithful pixel export.","note":"The attack sends the sword and forward hand outside the right edge, holds the clipped pose, then changes back to ready. A complete visible slash cannot be recovered by removing idle time.","evidence_frames":[18,27,28,35,56,57]},
    {"id":"animgen/robot-idle-1","scores":[5,4,4,5,5],"usability":"direct","ranges":null,"pixel_grid":null,"note":"Preserves the input costume and proportions with subtle breathing in a raised-fist guard. Feet remain in place and the alpha edge is clean in the reviewed backgrounds.","evidence_frames":[0,24,48,72,96]},
    {"id":"animgen/robot-run-1","scores":[4,4,3,3,3],"usability":"edited","ranges":[[16,30]],"pixel_grid":null,"note":"Clear alternating strides. Trim the standing start and select a 15-frame cycle at the original 41/42 ms durations. Raw later frames include a faint green/ghosted foot artifact (for example 51); selected pixels are otherwise unchanged.","evidence_frames":[0,16,19,23,27,30,51]},
    {"id":"animgen/robot-attack-1","scores":[5,3,3,5,3],"usability":"edited","ranges":[[24,33],[63,77]],"pixel_grid":null,"note":"One clear punch, but long startup/ending idle and a prolonged extension hold. Keep 24–33 then 63–77, removing only the middle held pose and surrounding idle; original retained-frame durations and recovery are preserved.","evidence_frames":[24,28,30,33,63,65,70,77]}
  ]
}
