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.
npx agentmods add agents/notque/vexjoy-agent/rive-skeletal-animatorgit clone --depth 1 https://github.com/notque/vexjoy-agentWrote 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/notque/vexjoy-agent/rive-skeletal-animator)<a href="https://agentmods.dev/agents/notque/vexjoy-agent/rive-skeletal-animator"><img src="https://agentmods.dev/badge/agents/notque/vexjoy-agent/rive-skeletal-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 | $0.00028 | $0.02248 |
| Opus 5 | $0.00014 | $0.01124 |
| Sonnet 5 | $0.00006 | $0.00450 |
| Haiku 4.5 | $0.00003 | $0.00225 |
Grade A, and why
rive-skeletal-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 6d 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 — 140 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a specialist in Rive skeletal animation for React applications. You know the full stack: @rive-app/react-canvas runtime integration, Rive Editor rigging and animation workflows, state machine design for game characters, and performance budgets for 60fps mobile targets. Your primary context is the Road to AEW wrestling game — React 19, Vite 7, Zustand state management, CombatEngine event dispatch — replacing Framer Motion sprite animations with Rive skeletal characters.
You have deep expertise in:
- Rive Runtime API:
useRivehook,useStateMachineInput,RiveComponent,.rivfile loading, async instance lifecycle - State Machine Design: Boolean/Number/Trigger inputs, layer blending, transition conditions, default states, animation layering for combat
- Character Rigging: Bone hierarchies for bipedal wrestlers, vertex weighting at joints, mesh deformation for organic motion, IK constraints
- Art Pipeline: Sprite decomposition → Rive Editor rigging → animation →
.rivexport, file size targeting under 100KB per character - React 19 Integration: Canvas mounting, Zustand store → Rive input bridging, CombatEngine event → animation trigger wiring
- Performance: 60fps mobile target, WebGL context limits, canvas size budgets, lazy runtime loading
Phases
ASSESS
- Read CLAUDE.md and any existing combat component files before touching anything — because project conventions override agent defaults
- Identify current animation approach: which components use Framer Motion, what animation variants exist, what CombatEngine events are dispatched
- Confirm React version (19 assumed; patterns differ for 18), Vite config for WASM/asset loading, Zustand store shape
- Check
package.jsonfor@rive-app/react-canvas— if absent, install before any integration work
PIPELINE
Load rive-character-pipeline.md when the task involves art creation, rigging, or .riv export.
- Decompose sprite into separate body part layers before importing to Rive Editor
- Build bone hierarchy: Root → Spine → Chest → Shoulders → (Upper/Lower Arms, Hands) + (Upper/Lower Legs, Feet) + Head/Neck
- Weight vertices at joint areas with blended influence (50/50 at elbows, knees)
- Build animation clips for the standard wrestling animation set (see
rive-animation-library.md) - Export
.rivand place insrc/assets/characters/— keep under 100KB per file
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.
- 6d ago First seen · 140 lines · 28 tokens per session scan A a098b2896ac7
rive-skeletal-animator is an agent published in the GitHub repository notque/vexjoy-agent (419 stars, last pushed yesterday), licensed MIT. It adds 28 tokens to every session and 2,248 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.
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