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SKILL verified MIT Self-run

Transparent Cutout Cleanup

skill-0xheycat-isometric-game-skills-transparent-cutout-cleanup · by 0xheycat

Use when removing backgrounds from generated sprites to get clean alpha edges with no halo, fringe, or leftover background pixels.

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Install

$ agentstack add skill-0xheycat-isometric-game-skills-transparent-cutout-cleanup

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • ✓ Prompt-injection patterns
  • ✓ Secret / credential exfiltration
  • ✓ Dangerous shell & filesystem operations
  • ✓ Untrusted network calls
  • ✓ Known-malicious package signatures

What it can access

  • ✓ Network access No
  • ✓ Filesystem access No
  • ✓ Shell / process execution No
  • ✓ Environment & secrets No
  • ✓ Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

✓ Security review passed
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● 3mo ago

Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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About

Transparent Cutout Cleanup

Overview

AI-generated sprites come on a background. Naive removal leaves a colored halo or jagged edge that screams amateur when tiles are placed together. This skill produces clean, premultiplied-safe alpha cutouts.

When to Use

  • Any generated sprite needs a transparent background.
  • Placed sprites show a white/gray halo or fringe.
  • Edges look jagged or have leftover background color.

Process

  1. Generate on a PLAIN flat background (easier to key out than a busy one).
  2. Use a background-removal model (e.g. InSPyReNet / rembg) rather than a hard color key.
  3. Inspect edges at 400% zoom for halo or fringe pixels.
  4. Defringe / decontaminate edge color so no background tint remains.
  5. Erode the alpha by 1px if a faint halo persists.
  6. Save as PNG with straight alpha; verify on both light and dark backgrounds.
  7. Batch the cleaned sprites for the atlas packer.

Pair this with the ComfyUI rembg node in seamless-isometric-terrain/scripts.

Rationalizations (Stop Lying to Yourself)

| Excuse | Reality | |---|---| | "A white halo is barely visible" | On a dark tile it is glaring. Defringe every sprite. | | "Hard color-key is faster" | It eats anti-aliased edges and looks jagged. Use a proper matting model. |

Red Flags - STOP if you catch yourself:

  • Visible halo/fringe when placed on a contrasting background.
  • Jagged, aliased cutout edges.
  • Background color contaminating semi-transparent pixels.

Verification

You are NOT done until every box is checked:

  • [ ] Edges are clean at 400% zoom on light AND dark backgrounds.
  • [ ] No background-color contamination on semi-transparent pixels.
  • [ ] All sprites exported as straight-alpha PNG.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.