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/commands/hermeticormus/claude-code-game-development/animate)<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.
<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>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 | $0.00017 | $0.00797 |
| Opus 5.5 | $0.00007 | $0.00319 |
| Sonnet 5.5 | $0.00003 | $0.00159 |
| Haiku 4.5 | $0.00002 | $0.00080 |
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.
Copies of this mod
1 near-identical copy found in the catalogue:
- animate — 100% identical, 0 lines differ
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.
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 · 101 lines · 17 tokens per session scan A aacf6690a35b
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.
Other commands, from other repositories
checklist
Generate a custom checklist for the current feature based on user requirements.
clarify
Identify underspecified areas in the current feature spec by asking up to 5 highly targeted clarification questions and encoding answers back into the spec.
specify
Create or update the feature specification from a natural language feature description.
converge
Assess the current codebase against the feature's spec, plan, and tasks, then append any remaining unbuilt work as new tasks to tasks.md so implement can complete it.
implement
Execute the implementation plan by processing and executing all tasks defined in tasks.md.
speckit.bug.fix
Apply the remediation from a bug assessment and record what was changed.