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 chrisgliddon/bevy-skills --skill bevy-animationgit clone --depth 1 https://github.com/chrisgliddon/bevy-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/chrisgliddon/bevy-skills/bevy-animation)<a href="https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-animation"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-animation/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/chrisgliddon/bevy-skills/bevy-animation"><img src="https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-animation.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 | $0.00113 | $0.02555 |
| Opus 5 | $0.00056 | $0.01277 |
| Sonnet 5 | $0.00023 | $0.00511 |
| Haiku 4.5 | $0.00011 | $0.00255 |
Grade A, and why
bevy-animation 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 12d 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 — 158 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Bevy 0.19 — Animation (graphs, blending, events, 12 principles)
When to use this skill
- Loading a glTF clip and playing it on a character:
AnimationPlayer+AnimationGraphHandle. - Cross-fading between idle / walk / run via
AnimationTransitions::play(player, node, Duration). - Building an
AnimationGraphin code: blend nodes, additive nodes, weights,AnimationMask. - Triggering gameplay events from a clip timeline (footsteps, hitbox activation, VFX cues) with
#[derive(AnimationEvent)]+clip.add_event_to_target(...)+On<MyEvent>observers. - Procedural tweening without an
AnimationClip— sampling aCurveper frame viaEasingCurve+EaseFunctionorCubicSegment::new_bezier_easing. - Applying the 12 Basic Principles of Animation (Thomas & Johnston, 1981) to a Bevy character.
- Importing a Blender rig and finding bones aren't animated — usually the
Namerequirement forAnimationTargetId::from_name.
Canonical end-to-end pattern
Verified against bevy = "0.19" — cargo check clean in bevy-skills-tester/skill-snippets/examples/bevy_animation.rs.
use bevy::{
animation::{
animated_field,
animation_curves::{AnimatableCurve, AnimatableKeyframeCurve},
AnimationEvent, AnimationTargetId,
},
prelude::*,
};
use core::time::Duration;
#[derive(AnimationEvent, Clone)]
struct FootstepEvent { foot: u8 }
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut clips: ResMut<Assets<AnimationClip>>,
mut graphs: ResMut<Assets<AnimationGraph>>,
) {
// 1. Load a glTF clip
let walk: Handle<AnimationClip> =
asset_server.load("models/character.glb#Animation0");
// 2. Build a tiny procedural clip with a sample curve + an event
let bone = AnimationTargetId::from_name(&Name::new("Hips"));
let tween = AnimatableKeyframeCurve::new([
(0.0_f32, Vec3::ZERO),
(0.5, Vec3::new(0.0, 1.0, 0.0)),
(1.0, Vec3::ZERO),
]).expect("strictly-increasing times");
let curve = AnimatableCurve::new(animated_field!(Transform::translation), tween);
let mut proc = AnimationClip::default();
proc.add_curve_to_target(bone, curve);
proc.add_event(0.5, FootstepEvent { foot: 0 });
let proc = clips.add(proc);
// 3. Compose a graph: root → walk + additive(proc, mask=group 0 excluded)
const MASK_GROUP_0_BIT: u64 = 1 << 0;
let mut graph = AnimationGraph::new();
let root = graph.root;
let _walk_node = graph.add_clip(walk, 1.0, root);
let additive = graph.add_additive_blend(0.5, root);
let _proc_node = graph.add_clip_with_mask(proc, MASK_GROUP_0_BIT, 1.0, additive);
// 4. Spawn the player entity (bones come from the loaded glTF scene)
commands.spawn((
Name::new("AnimationRoot"),
AnimationPlayer::default(),
AnimationGraphHandle(graphs.add(graph)),
AnimationTransitions::new(),
));
}
fn start(mut q: Query<(&mut AnimationTransitions, &mut AnimationPlayer), Added<AnimationPlayer>>) {
use bevy::animation::{graph::AnimationNodeIndex, RepeatAnimation};
for (mut tx, mut player) in &mut q {
tx.play(&mut player, AnimationNodeIndex::new(1), Duration::from_millis(250))
.set_repeat(RepeatAnimation::Forever);
}
}
fn on_footstep(trigger: On<FootstepEvent>) {
let foot = trigger.foot; // On<E> derefs to &E
let _entity = trigger.trigger().target; // AnimationEventTrigger::target
let _ = foot;
}
fn main() {
App::new()
.add_plugins(DefaultPlugins) // gltf_animation is a default feature
.add_systems(Startup, setup)
.add_systems(Update, start)
.add_observer(on_footstep)
.run();
}
What ships with it
11 files 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.
- references/animation-events.md 3.9 KB
- references/animation-graph.md 4.1 KB
- references/curves-and-tweening.md 5.5 KB
- references/gltf-import.md 3.6 KB
- references/performance.md 4.7 KB
- references/principles-authoring.md 5.6 KB
- references/principles-easing-and-timing.md 5.0 KB
- references/principles-graph-layering.md 5.4 KB
- references/principles-transform-keyframes.md 4.8 KB
- references/procedural-animation.md 4.4 KB
- references/state-machines.md 4.4 KB
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.
- 12d ago First seen · 158 lines · 113 tokens per session scan A d4c39d01cb98
bevy-animation is a skill published in the GitHub repository chrisgliddon/bevy-skills (12 stars, last pushed 17d ago), licensed MIT. It adds 113 tokens to every session and 2,555 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 2026-08-31.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.