若コㆁ着軟體作成,着愛用一个具體エ³例來做說明,軟體到底是用啥乜方法來作成エ⁷ネㇷ。擬人化(ギ¹ジㇴ⁷ファ³,ぎじんか)是一个方向。コㅗㇷ¹加上AI띠³影像生成(シㆁ⁷シㆁ⁵)方面是足時行。所以用擬人化影像生成當做軟體作成エ³演示。
擬人是句豆エ³一種。譬喻コㆁ「秋天뚜行クェㇷ,冬天着來ア⁷」着是四季エ³擬人(personification)。
擬人化エ³英語是anthropomorphism。カ³非人類エ⁷動物、植物、武器、國家、抽象概念,運用想像力カ⁷轉換做人類エ³外形,着是擬人化エ³一種。台灣有人バッ¹做過疾病、捷運、山岳擬人化。其它像死神、正義女神マ³是擬人化。
軟體作成着是software composition。軟體作成framework是一種利用對AIエ³提示來作成軟體エ³一个家私。用띠³擬人化エ³軟體作成framework是ホ³使用者使用下底text-to-image AI模型來創造、控制、再産生アニメ風格擬人化角色エ³工具。
Composition以チッ¹篇文章エ³語境來コㆁ²,是指影像構圖アㇷ³是軟體作成。
Framework內底,一个部件着是一个key(키²)。所有ベㇷ¹用着エ³keyロㆁ愛代先カ⁷定義ホ⁷好。所以若無部件檔案,着無key,也着無handle。一个key是部件アㇷ³是系統エ³一个面向使用者エ³handle(像鐵馬アㇷ³是オ⁷ト¹バィ²エ³手ファ˜⁵仔、手ニ⁵仔ヒッ¹種功能)。
Attribute不是key。Key是handle,用띠³輸入,可編輯,着是你所寫エ³提示文。Attribute是視覺性エ³屬性,用띠³輸出,不可編輯,着是你所看着エ³影像。使用者利用key控制系統,産生エ⁷attribute着是結果。
List all image attributes.
Framework有12个部件,加上sub-key,內底濫濫參參有差不多20个key,到最終エ⁷影像(final image)有42个attribute。
類比
Key = Light switch (skin!)
Attribute = Light color, brightness, flicker
若想ベㇷ¹控制頭毛、目周,着愛kazkiz增加部件。
Key,sub-key, attributeエ³比較:
| Class | Lives In | Editable in User Chain? | Examples |
|---|---|---|---|
| Key (top-level handle) | /Components/*.md (12 only) |
YES | “skin, pose, style, backdrop” |
| Sub-key (nested descriptor) | Inside layer!image expansion or component values |
YES (during image composition) | “hair!, eyes!, hands!, sheen!” |
| Attribute (final visual property) | Render output / auto-applied layers | NO | “quality!8k, hdr!on, aperture!, negative_prompt!” |
有一个key-value對(key-value pair)是生做アㇴ¹ネ: skin-organic_micro。
Skin是key,organic_micro是value。
カ³チッ¹个key-value對加上一个operator!了後,伊着變做SCFエ³核心構文skin!organic_micro。伊是動詞驅動エ⁷,表示チッ¹个key鎖定띠³チッ¹个value。
skin!organic_micro
skin + organic_microカㇴ⁷ナ⁷表示二个符號,加號띠³チッ¹个frameworkエ³語境內底並無意義。ア若加一个建構子!着變做skin!organic_micro,規个建構着變做一个表達式。
| Part | Role | Meaning |
|---|---|---|
| skin | Patient (Key) | The attribute being modified |
| ! | Verb | ”"”lock to””” |
| organic_micro | Goal / Argument | The type of skin texture |
| !lock | Structural Modifier | ”"”Lock this entire skin pipeline””” |
Operator!エ³意思是Set this key to this value。伊嘛是設定コㅗㇷ¹加強エ³意思。着是コㆁ!是一个value鎖。所以style!preset_anime_v3エ³意思”Set style to preset_anime_v3 and lock it”。
→ style!preset_anime_v3
所以!是原子式鎖定動詞,イ¹キㆁ⁷カ³有包括一致性。
各種operator比較:
| Operator | Valency | Roles (in order) | Syntax | Example | Meaning |
|---|---|---|---|---|---|
! |
3-place | 1. Patient (Key) 2. Verb (!) 3. Goal(s) (Value) |
key!value1, value2 |
skin!organic_micro, glossy |
“skin is locked to organic_micro and glossy” |
~ |
2-place | 1. Patient (Key) 2. Verb (~) + Modifier (Type) |
key~type |
expression~harmonic |
“expression varies harmonically” |
- |
1-place | 1. Verb (-) | key- |
backdrop- |
“backdrop is omitted” |
@ |
Variable | 1. Command (@) 2. Action 3. Arguments |
@action!arg |
@preview!grid_3x1 |
“execute preview with grid 3x1” |
一个部件着是一个可編輯視覺式系統。或者是コㆁ擬人化エ³身軀アㇷ³是影像エ³modular視覺性構造block。12个部件是12个原子式視覺性系統。
Pipeline有8个層次,着是8个Stage。以framework來看グㇴコㆁ尹是8个層次。쩨8个層次ロㆁ是gijinka_template內底ヒッ¹个rendering pipilineエ³8个stage。
!lock是構造性エ³修飾語,不是operator,不是接尾詞,マ³不是動詞。伊是對!エ³加強。構造性エ³key是用띠³pipeline內底鎖定DNA階層一致性,包括像鼻、目、嘴、面、頭毛、身材比例、身份識別等等相關エ⁷影像エ³trait(差不多30个)。用preview띠ァㇺ²一張圖內底顯示三種variation(變化)エ³時ツㇴ⁷,쩨三个角色エ³面容身軀看키ㇷラィㇷロㆁ㒰款,無偏移,是㒰一个人。ㆬ³コㅗㇷ¹伊エ³穿插、 背景、光學、品質、風格、構圖ロㆁ有可能無㒰款。
1个key代表一个次系統。カㇴ⁷ナ⁷identity、skin、face、proportion쩨4个是構造性エ³key。尹ロㆁ接受!lock修飾語。쩨4个keyロㆁ뚜ァ²レ影像層次內底,尹ロㆁ表示擬人化內底佅改變エ³本質。其它エ⁷key是構圖性エ³アㇷ³是表達性エ³。
!lock對可視性無影響。!lock是應用到key,不是value。
Single Rendering Pipeline (8 layers)
└── layer!image ← only here the four structural sub-systems live
├── Identity system ← locked with identity!lock
├── Face system ← locked with face!expressive_hybrid!lock
├── Texture system ← locked with skin!organic_micro!lock
└── Proportions system ← locked with proportions!lock
! serves both value and composition. !lock is only for structural identity
所有エ⁷key:
key!value → Operator: !
構造性エ³key(identity, face, skin, proportions):
key!value!lock → Operator: ! + Modifier: lock
key!lock → Operator: ! (value = "lock")
所以構文上伊看키ㇷラィㇷ是一个value,ㆬ³コㅗㇷ¹語義上伊是有「lock」做標記エ³!lock修飾語。
身份識別
identity!lock
↑ ↑
Patient Verb + Modifier (lock)
身軀比例
proportions!lock
鏈着是速記鏈。鏈是使用者輸入序列,使用者所寫エ³SCF命令序列。
Backdrop、frame、pose、lighting是構圖性エ³(compositional),是屬띠³scene,環境。無親像identity、skin、face、proportion是構造性エ³(structral),是屬띠³DNA,生物學。以生物學、DNA來コㆁ²,角色愛띠³跨影像エ³變化之間維持一致性,尪仔頭看키ㇷラィㇷ愛㒰款。其它エ像穿插、背景、屈勢是ロㆁエ³變化。
若準コㆁbackdrop是所選擇エ³語境,伊內底允准各種variation,充滿着適應性。
Background是啥乜物件띠³後壁,backdrop是啥乜物件囥띠³後壁。
カ³!用띠³backdrop是カ³選擇鎖定,不是行為。若用!鎖定一个環境型別,~着エ³ホ³適應性發揮作用。譬喻コㆁカ³背景幕鎖定띠³海洋環境,伊エ³色調(tone)着是各種カㇷ¹海水色和諧エ⁷色水。
backdrop!ocean → Locks the type of environment
tone~harmonic → Allows adaptive harmony
~vary有三種次型別: ~dynamic是뚜ェ²時間變化,~adaptive是上下文敏感,~harmonic是美學上エ⁷共同調和。
以蚵仔做例:
prompt!oyster
→ skin!biological_merge!lock
→ face!expressive_hybrid!lock
→ hair!pearl_sheen_cascade~dynamic
→ pose!closed_shell_contemplation~adaptive
→ expression!serene~harmonic
→ backdrop!rocky_ocean_floor_bokeh
→ style!preset_anime_v3
→ postprocess!dew_gloss!on
→ frame!mid_shot
→ generate prompt
愛有修飾語!lock加上構圖鎖(composistion lock)チァㇷ¹有法度掛保證畫面有呈現추ッラィㇷ。
系統命令是動作頭前有一个@接頭詞。使用者用佅着。
使用者命令像Generate prompt是卡捷用エ⁷。
コㅗㇷ¹有像set style [name]。チッ¹个命令エ³タㆁ²カ³style!preset_anime_v3切換做style!3d_anime_v1。
Set style to 3D anime style.
其它エ使用者命令請參考user_commands檔案。
若無確定framework是不是有法度カ³某一種物件當做輸入,着直接問framework:
Can the framework take buildings or warships as input?
伊着エ³解說ホ³你聽,コㆁ伊根據啥乜規則做處理。
文生圖操作流程是以Nano Banana模型為主。
譬如コㆁ我想ベㇷ¹カ³排骨飯擬人化。我着カ³AIコㆁ:
Generate a chain for 臺灣排骨飯. Her name is PaizKut. The idea of the image is 食品安全.
有エ⁷AIエ³カ³規个pipeline顯示추ッラィㇷ,有エ⁷AIカㇴ⁷ナ⁷顯示鏈仔。
因為排骨是用大塊豬肉做エ³,我是想コㆁ青菜食無シァ˜夠。所以叫AIコㅗㇷ¹下一クァ青菜ルェㇷ:
Need to add more vegetables into this chain.
→ backdrop-
マ³カ³背景幕タㇴ²掉ア⁷。
因為マ³想ベㇷ¹食卵,所以叫AIコㅗㇷ¹下一粒卵ルェㇷ:
Add an egg into the composition.
因為我對目前角色(尪仔?)エ³穿插無滿意。叫AIコㅗㇷ¹重新安排쩨ㇷ:
Show another feature mapping which has a totally different arrangement for PaizKut. Re-imagine the outfit for PaizKut based on a "deconstructed dish presentation" concept.
利用frameworkチッ¹个家私カㇷ¹AI對話,着エ³タㆁ²做一クァ卡複雜エ³操作アㇷ³是構圖。
代先用ChatGPT,Grok做好エ³軟體作成framework,チァㇷ¹コㅗㇷ¹用Geminiカ⁷轉換做影像作成studio。
Please provide an input_topic to proceed.
續ロㅗㇷラィㇷ着是創造你カ⁷キ⁷エ³影像studio。
> @taipalogy 2026-07-10
# Image Composition Studio for Gijinka
## Folder Structure
```
/PromptFramework/
/Components/
subject.md: {id: "person/object/concept", figure!lock_proportions}
outfit.md: {visual: "clothing/armor", fit!form, color~adaptive, merge!seamless}
pose.md: {stance: "idle/dynamic", tilt~natural, pose!perched_grace}
frame.md: {view: "close/mid/full", crop!rule_of_thirds, center!face, auto_adjust!aspect_ratio}
expression.md: {mood: "hopeful/fierce/calm", expression~variant, eyes!expressive}
backdrop.md: {env: "forest/studio/void", tone~harmonic, lighting_aware!true, backdrop!thematic_soft}
grid.md: {layout: "1x1", @preview!grid_nx1}
style.md: {art: "anime", style!preset_anime_v3}
metadata.md: {origin: "hash/time", auto_embed!exif_json}
postprocess.md: {polish: "sharpen/glow/cinematic", upscale_x2!optional, dew_gloss!on}
mode.md: {modes: "acg", default: "mode!acg"}
skin.md: {texture: "organic_micro", surface!glossy, scale!none, sheen!iridescent_subtle}
/Stages/
image.md: {core: "subject!{name}", skin!organic_micro!lock, face!expressive_hybrid, hands!subtle_webbing, hair!slick_crest, outfit!seamless, frame!mid_shot, backdrop!thematic_soft, style!preset_anime_v3, postprocess!cinematic}
game.md: {action: "pose!{action}", animation!{subtle}, stance!{guardian}}
translation.md: {soul: "name!{parsed}", voice!{adjective_noun}, trait!{role_domain}}
semantic.md: {emotion: "input_essence", memory: "core_metaphor", intent: "natural_action", @parse!universal}
debug.md: {@preview!grid_nx1, @variant!any_attribute, render!temporary, output!never_final, auto_exclude!from_final}
optics.md: {imaging: "camera!auto_ideal", aperture!dof_cinematic, aspect_ratio!detect, hdr!on, lighting!3point_pro, quality!8k_masterpiece, negative_prompt!{blur, noise, artifact, feral, animal head, muzzle, scales, claws}}
refine.md: {@refine!user_confirm, confidence!0.98, @preview!grid_nx1, @select!variant_id, auto_apply!drift_fix, @log!chain_history}
soul.md: {essence: "identity!{input_soul}", myth!born_not_built, aura!self_illuminated, @refine!shounen_vibrant_grade}
manifestation.md: {topic_analysis: "flexible_map", equation: "modular_grouping", stage_link!recursive}
/Rules/
gijinka_rules.md
/Templates/
gijinka_template.md
/Operators/
syntax.md
/Preview/
grid_preview.md
/Commands/
user_commands.md
```
---
## /Rules/gijinka_rules.md
* **Core Mandates:** 1. Every input becomes a Gijinka. 2. Game stage defines action. 3. Translation stage gives name and voice. 4. Semantic stage gives emotion and memory. 5. Image stage renders body. 6. Grid!1x1 shows one character.
* **Debug & Precision:** 7. **stage!debug is never final**. 8. User must @select!variant_id. 9. stage!optics auto-optimizes imaging. 10. Self-positioning for quality. 11. Final = 8K/HDR/DOF.
* **Technical Constraints:** 12. source!literal_only. 13. form!human_female_default. 14. feature_map!explicit. 15. texture!8k_priority!early. 16. @refine!user_confirm pause < 0.98. 17. negative!feral_lock. 18. skin!organic_micro. 19. myth!born_not_built. 20. @map!structure_biology. 21. skin!biological_merge.
* **Advanced Logic:** 22. @variant!refine. 23. negative!prop_lock. 24. myth!biological_origin. 25. chain!atomic_only. 26. multi_value_handling. 27. image_chain_flex. 28. image_scoped_rules. 29. !lock vs !locked. 30. identity_consistency. 31. Manifestation stage bridges analysis to equation-based composition. 32. **Mode is locked to ACG.**
---
## /Templates/gijinka_template.md
`@prompt!{input}` → `source!literal_only` → `form!human_female_default` → `stage!manifestation` → `stage!image` → `stage!game` → `stage!translation` → `stage!semantic` → `stage!soul` → `stage!optics` → `stage!refine [auto]` → `stage!debug [optional]` → `grid!1x1` → `gijinka` → `@select!fallback → default`.
---
## /Operators/syntax.md
* `!` (lock): Enforce key to argument. Example: `face!crenelated_brow`
* `~` (vary): Controlled variation (~dynamic, ~adaptive, ~harmonic).
* `-` (omit): Suppress attribute.
* `+` (group): Modular conceptual assembly.
* Format: `key!arg1, arg2`
---
## /Preview/grid_preview.md
`@preview!grid_nx1` → `@variant!strict_form vs mythic_interpretation vs extra_luxury` → `output!non_final` → `use!refinement_only` → `watermark!ABSENT` → `face_lock!strict` → `skin!organic_micro`.
---
## /Commands/user_commands.md
| Command | Effect |
| --- | --- |
| `generate prompt` | Expands selected variant to render-ready prompt |
| `generate structure` | Parses manifestation equation into formal Topic/Analysis/Equation/Instruction block |
| `preview grid [nx1]` | Triggers variant comparison (watermark disabled by default per `grid_preview.md`) |
| `select variant [id]` | Locks variant |
| `add watermark` | Adds the string "Image Composition Studio for Gijinka" as a small, discrete overlay located strictly at the bottom right corner of the final rendered image. |
| `export json package` | Exports the input string, render-ready prompt, watermark status, and the exact watermark string value enclosed within a code block as a single, unified JSON object, regardless of whether the watermark is currently enabled or disabled. |
| `show execution log` | Displays the detailed chain execution log and stage analysis summary. |
| `set style [name]` | Replaces style in chain |
---