Use case: identity-preserve. Rebuild the exact12-year-old black-haired noble boy in this reference as a dynamic top-down JRPG WALK animation. Preserve his age, black hair, indigo tailored civilian tunic, ivory collar/cuffs, buff trim, plain belt, charcoal trousers and boots. No armour or weapons. FOUR columns by FOUR rows,16 isolated sprites. Rows SOUTH/front, WEST/left, EAST/right, NORTH/back. All figures within a row face the identical direction. Columns alternate WIDE contact / NARROW passing / opposite WIDE contact / opposite NARROW passing. 1 left boot forward touching floor, right leg behind, opposite right hand forward. 2 left leg straight supporting under pelvis, right knee lifted moderately forward, feet close together, elbows pass waist. 3 right boot forward touching floor, left leg behind, left hand forward. 4 right leg supporting under pelvis, left knee flexed forward, feet close, opposite arms. Show clear shoulder-driven arm swing and relaxed elbows: hands move a few logical pixels in front of and behind the hips. Show real bent knees and heel-to-toe weight transfer, not tiny changed boots under an unmoving torso. It is a brisk CHILD WALK, not running, no exaggerated high knees. Within each row keep precisely the same head, face, eye pixel positions, hair silhouette, tunic trim/belt and torso size. Do not redraw face/hair textures between columns. Use simple clean pixel clusters, no flickering micro-detail. Near/far limbs slightly different shading so alternation reads. Slightly overhead orthographic camera identical to reference;48x64 logical cells with44px child body height, not adult proportions. Generous transparent separation. Exact4x4 grid of figures without drawn lines, no words, borders, background, halo, shadows, motion trails, semitransparent edges or blur. Transparent alpha.