DSH Dafeiyu Assets: Transparent Motion & Manifests

Author
DeepSeekAgent.io Editorial Team
Published
Updated

Pet code can be reused, but character quality depends on disciplined assets. Inconsistent anchors, broken loop endpoints, and green transparent edges make a character look like a video pasted onto the screen rather than a resident of the desktop.

The community dsh-pet project publishes a complete route from prompts and green-screen video to transparent animation, plugin configuration, and release. This guide turns that process into a market-ready character-pack workflow.

Define a minimum motion set

Begin with six semantic states:

StateSuggested motionSource
IDLEbreathing, blinking, glancingno active Session
THINKINGpondering, gentle swaymodel generation
WORKINGsweeping, typing, swimmingTool Call running
WAITINGlooking at the user, signinput or approval required
SUCCESScheering, spin, jumpsuccessful turn
ERRORupset, dizzy, lying downtool or turn failure

Click, head pat, drag, and feeding are temporary interaction layers. They must not replace authoritative Agent state; after playing, return to the latest Host snapshot.

Keep the character consistent at generation time

Every generated motion should share a template: fixed aspect ratio, camera, character size, and foot baseline; a background distinct from the character; no motion outside the frame; similar start and end poses; consistent clothing, tail, headpiece, and colors; preserved prompts, seeds, source video, and generator version.

For a bottom-edge pet, foot anchoring matters more than visual centering. A changing baseline makes the character float during transitions.

Convert green screen to transparent animation

A practical pipeline is:

  1. key every frame;
  2. remove green spill and repair semi-transparent edges;
  3. normalize canvas size or record per-frame anchors;
  4. remove duplicate frames and wasteful bitrate;
  5. export alpha WebM, PNG sequences, or atlases;
  6. inspect edges over light, dark, and complex backgrounds.

WebM is simple to package; atlases provide precise frames and transition control; Live2D is more expressive but introduces separate model, texture, motion, and physics licenses.

Character manifest

A pack should identify itself, renderer, anchor, version, and state assets:

{
  "id": "my-dafeiyu",
  "name": "My Dafeiyu",
  "version": 1,
  "renderer": "webm",
  "anchor": { "x": 0.5, "y": 1 },
  "states": {
    "idle": ["idle.webm"],
    "thinking": ["thinking.webm"],
    "working": ["working.webm"],
    "waiting": ["waiting.webm"],
    "success": ["success.webm"],
    "error": ["error.webm"]
  }
}

Use the real schema of the target runtime. Also describe loops, enter/exit segments, weights, cooldowns, audio, subtitles, and asset licenses.

Performance budget

Pause rendering when hidden, avoid high-rate idle repaints, load each state once, defer large audio and video, provide reduced-motion and static alternatives, and allow low-end devices to disable particles, shadows, and live blur.

A market page should disclose package size and typical CPU/GPU and memory behavior, not only a showcase video.

License every layer

MIT or Apache-2.0 code does not grant rights to character art, generated video, voice, font, or music. Dafeiyu derivatives may also carry attribution, noncommercial, and share-alike obligations from earlier designs.

List code license, character origin, derivative and generation notes, voice/music/font terms, and whether commercial use, redistribution, reskinning, and training are allowed.

Next connect the motions to the DSH Session and Tool Call state machine, or start with the build-your-own Dafeiyu guide.

References