animate

animate is a command for Claude Code from HermeticOrmus/claude-code-game-development. It costs 17 tokens per session (797 once invoked), scanned A, original, MIT.

A command for setting up, blending, and connecting game animation systems in Godot, Unity, or Unreal. Inverse kinematics means adjusting a character's joints so a hand, foot, or gaze reaches a target.

In plain words
What is it for?
Use it to configure locomotion, combat layers, blend spaces, inverse kinematics, root motion, and animation events.
Why use it?
It helps turn animation requirements into an animation graph, controller configuration, or code that drives transitions and events. It can also help fix problems such as abrupt blending or foot sliding.

Command for Claude Code

Written for Claude Code: argument-hint in frontmatter.

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

Good fit Use it to configure locomotion, combat layers, blend spaces, inverse kinematics, root motion, and animation events.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/hermeticormus/claude-code-game-development/animate
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 animate

README.md
[![agentmods](https://agentmods.dev/badge/commands/hermeticormus/claude-code-game-development/animate/github.svg)](https://agentmods.dev/commands/hermeticormus/claude-code-game-development/animate)
Your own site
<a href="https://agentmods.dev/commands/hermeticormus/claude-code-game-development/animate"><img src="https://agentmods.dev/badge/commands/hermeticormus/claude-code-game-development/animate/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 animate

Your own site · 80×15
<a href="https://agentmods.dev/commands/hermeticormus/claude-code-game-development/animate"><img src="https://agentmods.dev/badge/commands/hermeticormus/claude-code-game-development/animate.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 17 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 797 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 $0.00017 $0.00797
Opus 5.5 $0.00007 $0.00319
Sonnet 5.5 $0.00003 $0.00159
Haiku 4.5 $0.00002 $0.00080

Measured 15d ago against content hash aacf6690a35b, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

animate 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:

  • animate — 100% identical, 0 lines differ
plugins/animation-systems/commands/animate.md · 101 lines

How it starts

The opening of the file, as written. The whole thing — 101 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/animate

Animation system design, implementation, and debugging for Godot, Unity, and Unreal.

Trigger

/animate [action] [target]

Actions

setup

Configure AnimationTree or Animator controller from scratch.

/animate setup "Godot third-person locomotion with 8-directional blend space"
/animate setup "Unity humanoid animator with combat layer"
/animate setup "Godot 2D character with 4-direction sprite sheet"

Output: AnimationTree node structure diagram, GDScript parameter driver, export variable list.

blend

Design or fix blend tree configuration for smooth animation transitions.

/animate blend "speed blend between idle, walk, run - fix foot sliding"
/animate blend "aim offset for 8-directional upper body aiming"
/animate blend "additive layer for breathing over locomotion"

Output: Blend space configuration, parameter normalization code, transition timing.

ik

Implement inverse kinematics for foot planting, hand placement, or look-at.

/animate ik "foot planting on uneven terrain with Godot SkeletonIK3D"
/animate ik "look-at IK for character eye/head tracking"
/animate ik "two-bone IK for hand placement on climbing surfaces"

Output: IK node setup, raycast-based target positioning, IK weight blending code.

events

Set up animation-driven events for footsteps, hit boxes, or audio triggers.

/animate events "footstep sounds triggered by animation"
/animate events "attack hit box enable/disable via animation"
/animate events "particle burst at impact frame"

Output: Call Method Track setup guide, receiver script with typed signal definitions.

Examples

Eight-directional locomotion blend space:

/animate setup "Godot 8-directional locomotion with idle, walk, run per direction"

Produces: BlendSpace2D with 9 points (center=idle, cardinal=walk, diagonal=run), GDScript that transforms world velocity into blend space coordinates.

Fixing foot sliding:

/animate blend "character slides feet during walk animation"

Root cause: blend space Y-axis driven by input magnitude (0-1) but animation was authored at 3.5 m/s. Fix: set blend position Y = velocity.length() / 3.5.

Read the full file on GitHub · 101 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 · 101 lines · 17 tokens per session scan A aacf6690a35b

Subscribe to this mod's changes

animate is a command published in the GitHub repository HermeticOrmus/claude-code-game-development (70 stars, last pushed 11d ago), licensed MIT. It adds 17 tokens to every session and 797 once invoked, about $0.0001 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.