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.
git clone --depth 1 https://github.com/HermeticOrmus/claude-code-game-developmentWrote 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.
[](https://agentmods.dev/agents/hermeticormus/claude-code-game-development/animation-engineer)<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.
<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>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.
| Model | Per session | Once 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 |
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.
Copies of this mod
1 near-identical copy found in the catalogue:
- animation-engineer — 100% identical, 0 lines differ
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
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.
- 15d ago First seen · 76 lines · 69 tokens per session scan A c12da7b8f4bc
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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