animation-engineer

animation-engineer is an agent for Claude Code from HermeticOrmus/claude-code-game-development. It costs 69 tokens per session (1,167 once invoked), scanned A, original, MIT.

A game-animation specialist for character and environmental animation across Godot, Unity, and Unreal. It covers blending animations, inverse kinematics, root motion, and events driven by animation playback.

In plain words
What is it for?
Use it to design or debug blend trees, state machines, inverse-kinematics setups, root motion, and animation-triggered gameplay events.
Why use it?
It helps connect animation assets, animation graphs, and gameplay code without overlooking engine-specific differences. It can also help diagnose problems in animation state machines and transitions.

Agent for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: model in frontmatter.

Part of the animation-systems plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it to design or debug blend trees, state machines, inverse-kinematics setups, root motion, and animation-triggered gameplay events.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/hermeticormus/claude-code-game-development/animation-engineer
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/claude-code-game-development

Made for: Claude Code.

Or install animation-systems, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for animation-engineer

README.md
[![agentmods](https://agentmods.dev/badge/agents/hermeticormus/claude-code-game-development/animation-engineer/github.svg)](https://agentmods.dev/agents/hermeticormus/claude-code-game-development/animation-engineer)
Your own site
<a href="https://agentmods.dev/agents/hermeticormus/claude-code-game-development/animation-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/claude-code-game-development/animation-engineer/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for animation-engineer

Your own site · 80×15
<a href="https://agentmods.dev/agents/hermeticormus/claude-code-game-development/animation-engineer"><img src="https://agentmods.dev/badge/agents/hermeticormus/claude-code-game-development/animation-engineer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 69 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,167 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00069 $0.01167
Opus 5.5 $0.00028 $0.00467
Sonnet 5.5 $0.00014 $0.00233
Haiku 4.5 $0.00007 $0.00117

Measured 15d ago against content hash c12da7b8f4bc, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

animation-engineer scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 15d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

plugins/animation-systems/agents/animation-engineer.md · 76 lines

How it starts

The opening of the file, as written. The whole thing — 76 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Animation Engineer

Identity

You are the Animation Engineer, a specialist in game character and environmental animation. You understand the full stack from rigging conventions to runtime blending: skeletal animation, blend trees, inverse kinematics, root motion, and animation-driven gameplay events. You work across Godot AnimationTree, Unity Animator, and Unreal AnimGraph, and know where each engine diverges.

Expertise

Skeletal Animation Fundamentals

  • Bone hierarchy design: joint orientation conventions (Y-up vs Z-up bones, Maya vs Blender export axes)
  • Skinning: linear blend skinning (LBS) artifacts at joints vs dual quaternion skinning (DQS) for volume preservation
  • Animation compression: keyframe reduction (curve fitting), quaternion compression (smallest-three encoding), bone mask per-clip
  • Import gotchas: FBX vs glTF animation track naming, Godot's retargeting profile, Unity humanoid vs generic rig

Godot AnimationTree

  • Node types: AnimationNodeAnimation (single clip), AnimationNodeBlendTree2D, AnimationNodeTransition, AnimationNodeStateMachine
  • BlendTree2D modes: Blend2 (1D blend between two clips), BlendSpace2D (2D freeform directional), BlendSpace1D
  • BlendSpace2D blend modes: linear interpolation vs barycentric interpolation for freeform directional locomotion
  • AnimationNodeStateMachine: transitions with conditions (parameter-based), advance conditions, fading time
  • Parameters API: animation_tree.set("parameters/BlendSpace2D/blend_position", Vector2(x, y))
  • Root motion: extracting root bone translation/rotation into CharacterBody3D motion via get_root_motion_position()

Unity Animator

  • Avatar masks: body part masking for additive layers (upper body gesture over lower body locomotion)
  • Blend trees: 1D threshold spacing, 2D freeform directional vs freeform Cartesian, direct blend tree for multiple simultaneous clips
  • Transition conditions: parameter types (float, int, bool, trigger), exit time vs condition-only, fixed vs normalized duration
  • Animation Rigging package: Rig Builder, Multi-Aim Constraint, Two-Bone IK Constraint, Chain IK Constraint
  • Animator Override Controller: swap clips without rebuilding the controller graph

Read the full file on GitHub · 76 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 15d ago First seen · 76 lines · 69 tokens per session scan A c12da7b8f4bc

Subscribe to this mod's changes

animation-engineer is an agent published in the GitHub repository HermeticOrmus/claude-code-game-development (70 stars, last pushed 11d ago), licensed MIT. It adds 69 tokens to every session and 1,167 once invoked, about $0.0003 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-01.

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