I like the idea of node based image editing. It reminds me of when learning how to write shader code for games and GLSL was waaaay too over my head until I discovered node based shaders, and I didn't have to wrangle with coding and instead focusing experimenting with different nodes. However soon creating a "shader that works" was no longer an issue but how to create X effect using shaders was my next blocker, and lu…
The walking animation is going to be a lost cause without specific inputs. We can do ControlNet stuff to make a character match a pose, and you can supply a series of poses that represent the walking animation.
On some level it seems silly to try and get anything to generate the workflow to do that. What you really want is a workflow to generate an image off of a pose, and then pass in the poses you want. Side tangent, I don’t know why the ai generation community has decided “workflow” is what they’re going to call “functions”?
After that your problem is that the results will be kind of meh. And that’s the brunt of where it’s at right now. You can make assets that satisfy descriptive conditions. But you can’t demand they be good. And you can’t demand they be consistent across different drawings. Can you hire an artist to fix your generated directionally correct assets? Yeah, maybe. Sounds depressing and error prone though.