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 skills add calesthio/generative-media-skills --skill move-ai-motion-capturegit clone --depth 1 https://github.com/calesthio/generative-media-skillsWrote 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/skills/calesthio/generative-media-skills/move-ai-motion-capture)<a href="https://agentmods.dev/skills/calesthio/generative-media-skills/move-ai-motion-capture"><img src="https://agentmods.dev/badge/skills/calesthio/generative-media-skills/move-ai-motion-capture/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/skills/calesthio/generative-media-skills/move-ai-motion-capture"><img src="https://agentmods.dev/badge/skills/calesthio/generative-media-skills/move-ai-motion-capture.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00122 | $0.05989 |
| Opus 5 | $0.00061 | $0.02995 |
| Sonnet 5 | $0.00024 | $0.01198 |
| Haiku 4.5 | $0.00012 | $0.00599 |
Grade A, and why
move-ai-motion-capture 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 9d 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 — 360 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Move AI Motion Capture
Use this skill to turn a Move AI capture request into a production-safe motion-capture plan. Move AI is a markerless human motion-capture provider; treat quality, capacity, and workflow statements here as provider claims unless a source is explicitly independent.
Verification date for volatile product facts: 2026-07-11.
Scope boundary
Use Move AI when the task is to extract human body motion from video and deliver animation data, preview media, biomechanics data, or retargetable skeleton animation. The relevant public product split is:
- Move One: single-camera capture and upload workflow for one performer, using the Move One iOS app or a supported uploaded video file.
- Genesis: enterprise multi-camera markerless mocap system using Z CAM cameras, local processing, calibration, actor profiles, and studio pipeline export.
Do not use this skill for general animation direction, hand-keyed animation, generative 3D character creation, face performance capture beyond what is documented by Move AI, cloth simulation, or non-Move mocap systems.
API boundary, verified 2026-07-11: Move AI's Privacy Policy defines App/API coverage that includes a Move API Portal at dev.move.ai and single/multi-camera API at api.move.ai, and the terms page links API-related EULAs such as Move One API EULA. Public pages establish that API-related services and contracts exist, but they do not provide a complete public endpoint/authentication/quota reference in the consulted documentation. Do not invent endpoints, auth flows, quotas, SDK packages, or rate limits. For integration work, require the user's portal documentation, EULA/order form, and contract-specific technical spec before writing production code. Sources: https://move.ai/privacy-policy and https://move.ai/terms-of-use.
Evidence labels
- Documented fact: stated by Move AI official pages or knowledge-base articles, verified 2026-07-11 unless otherwise dated.
- Provider claim: Move AI marketing, quality, or comparative assertion that should not be repeated as independent proof.
- Production heuristic: practical capture or pipeline guidance inferred from mocap practice and Move AI constraints; verify on a pilot take before relying on it.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 9d ago First seen · 360 lines · 122 tokens per session scan A f10e60c324de
move-ai-motion-capture is a skill published in the GitHub repository calesthio/generative-media-skills (171 stars, last pushed 2mo ago), licensed MIT. It adds 122 tokens to every session and 5,989 once invoked, about $0.0006 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 2026-09-03.
Other skills, from other repositories
threejs-animation
Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating procedural motion, or blending animations.
threejs-geometry
Three.js geometry creation - built-in shapes, BufferGeometry, custom geometry, instancing. Use when creating 3D shapes, working with vertices, building custom meshes, or optimizing with instanced rendering.
threejs-fundamentals
Three.js scene setup, cameras, renderer, Object3D hierarchy, coordinate systems. Use when setting up 3D scenes, creating cameras, configuring renderers, managing object hierarchies, or working with transforms.
threejs-world-generation
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs. Use for cinematic 3D terrain, semantic regions, procedural biomes, explicit landmarks, environmental scattering, camera fly-throughs, world diagnostics, or requests for a real 3D environment rather than generated 2D footage.…
3d-asset-generation
Generate, reconstruct, inspect, and route production 3D assets for OpenMontage worlds using Atlas Cloud, fal.ai, licensed catalogs, and Blender.
sound-effects
Generate sound effects from text descriptions using ElevenLabs. Use when creating sound effects, generating audio textures, producing ambient sounds, cinematic impacts, UI sounds, or any audio that isn't speech. Supports looping, duration control, and prompt influence tuning.