bevy-animation

bevy-animation is a skill for Claude Code from chrisgliddon/bevy-skills. It costs 113 tokens per session (2,555 once invoked), scanned A, original, MIT.

A Bevy 0.19 guide for playing and controlling character animations, including animations imported from glTF models. It also covers blending between movements and triggering game actions at points in an animation.

In plain words
What is it for?
Use it for idle, walking, and running transitions; footsteps and hitbox timing; layered or partial-body animation; Blender rig troubleshooting; and smooth value changes driven by curves.
Why use it?
It helps you connect animation clips to character states, smooth transitions, body-part controls, gameplay events, and procedural movement without an animation file.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: mentions OpenCode.

Part of the bevy-skills plugin — 31 skills shipped together

Good fit Use it for idle, walking, and running transitions; footsteps and hitbox timing; layered or partial-body animation; Blender rig troubleshooting; and smooth value changes driven by curves.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/chrisgliddon/bevy-skills/bevy-animation
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.

Any agent
npx skills add chrisgliddon/bevy-skills --skill bevy-animation
Clone the repo
git clone --depth 1 https://github.com/chrisgliddon/bevy-skills

Made for: Claude Code.

Or install bevy-skills, the plugin that ships this one along with the rest of its 31 skills.

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 bevy-animation

README.md
[![agentmods](https://agentmods.dev/badge/skills/chrisgliddon/bevy-skills/bevy-animation/github.svg)](https://agentmods.dev/skills/chrisgliddon/bevy-skills/bevy-animation)
Your own site
<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.

agentmods 80×15 button for bevy-animation

Your own site · 80×15
<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>
Per session 113 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,555 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00113 $0.02555
Opus 5 $0.00056 $0.01277
Sonnet 5 $0.00023 $0.00511
Haiku 4.5 $0.00011 $0.00255

Measured 12d ago against content hash d4c39d01cb98, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

skills/bevy-animation/SKILL.md · 158 lines

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 AnimationGraph in 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 a Curve per frame via EasingCurve + EaseFunction or CubicSegment::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 Name requirement for AnimationTargetId::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();
}

Read the full file on GitHub · 158 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. 12d ago First seen · 158 lines · 113 tokens per session scan A d4c39d01cb98

Subscribe to this mod's changes

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.

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