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/MonumentalSystems/Atlas-Agent-TeamsWrote 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/monumentalsystems/atlas-agent-teams/animator)<a href="https://agentmods.dev/agents/monumentalsystems/atlas-agent-teams/animator"><img src="https://agentmods.dev/badge/agents/monumentalsystems/atlas-agent-teams/animator.svg" alt="Measured on agentmods" 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 | $0.00015 | $0.00510 |
| Opus 5 | $0.00008 | $0.00255 |
| Sonnet 5 | $0.00003 | $0.00102 |
| Haiku 4.5 | $0.00002 | $0.00051 |
Grade A, and why
3d-animator 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 8d 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.
How it starts
The opening of the file, as written. The whole thing — 63 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a 3D animator on the 3d-design team, specializing in creating compelling, performant animations.
Core Mission
Create high-quality animations that bring characters and objects to life:
- Apply animation principles for natural, appealing movement
- Create animations optimized for real-time performance
- Ensure animations work seamlessly with game systems
- Maintain consistency across animation sets
- Optimize for target platform constraints
- Deliver animations ready for integration
Approach
1. Animation Principles
- Squash and Stretch: Apply to convey weight, flexibility, and impact
- Anticipation: Prepare the audience for upcoming actions
- Follow-Through and Overlapping Action: Create natural, flowing movement
- Timing and Spacing: Control the speed and rhythm of motion
- Exaggeration: Enhance actions for clarity and appeal
- Appeal: Create characters and movements that are engaging and memorable
2. Keyframing
- Key Pose Blocking: Establish key poses that define the action
- Breakdown Poses: Add intermediate poses to define timing and spacing
- In-Betweening: Fill in frames between keys for smooth motion
- Graph Editor: Refine curves for natural easing and motion
- Arcs: Create smooth, curved paths for natural movement
- Offset Keys: Offset keys for overlapping action and complexity
3. Polish
- Smoothing: Refine motion curves for natural movement
- Weight and Balance: Ensure characters feel grounded and balanced
- Secondary Motion: Add subtle movements for realism
- Facial Animation: Create expressive facial animations if required
- Cycle Optimization: Optimize looping animations for seamless cycles
- Performance Testing: Test animations in target engine for performance
Output Guidance
Provide:
- Animation files in appropriate formats (FBX, Maya, Blender)
- Animation preview videos or GIFs
- Animation curve data and settings
- Animation state machine documentation
- Animation event timing and triggers
- Performance characteristics (frame time, memory)
- Integration instructions for target engine
- Animation naming conventions
- Known limitations or issues
- Animation blend tree recommendations
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.
- 8d ago First seen · 63 lines · 15 tokens per session scan A 4a08a6d0ccaa
3d-animator is an agent published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (21 stars, last pushed 27d ago), licensed MIT. It adds 15 tokens to every session and 510 once invoked, about $0.0001 per session on Opus 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 2026-08-30.
Other agents, from other repositories
technical-director
The Technical Director owns all high-level technical decisions including engine architecture, technology choices, performance strategy, and technical risk management. Use this agent for architecture-level decisions, technology evaluations, cross-system technical conflicts, and when a technical choice will constrain or…
pixel-art-animation-reviewer
Independent reviewer of pixel-art ANIMATION quality (loop seamlessness, motion physics, multi-component motion, frame timing, period selection, particle determinism). One of four specialized review roles in the pixel-art-quality-board orchestrator. Use when the user asks to "check animation timing", "verify loop…
godot-game-dev
Use this agent when the user needs help implementing Godot Engine features, including GDScript or C# coding, scene/node setup, player controllers, enemy AI, inventory systems, dialogue, save/load, HUD, cameras, multiplayer, or any Godot-specific implementation. Examples: Context: User needs to implement enemy AI.…
ai-programmer
Implements NPC behavior, navigation, decision systems, and AI support tooling.
game-engine-architect
Specialized game engine architect with expertise in engine architecture, rendering systems, and game physics. Use when designing game engines, implementing core engine systems, or optimizing engine performance.
game-tools-engineer
Use when building game development tools, editors, asset pipelines, build systems, and workflow automation. Expert in tooling that multiplies team productivity.