ue-mcp-animation

ue-mcp-animation is a skill for Claude Code, Codex from db-lyon/ue-mcp. It costs 85 tokens per session (2,691 once invoked), scanned A, original, MIT.

A workflow guide for creating and changing skeletal animation in Unreal Engine through UE-MCP. It covers IK rigs, retargeting, Control Rig edits, constraints, contacts, and validation.

In plain words
What is it for?
Use it to retarget animation, set up or inspect rigs, edit poses and motion with Control Rig, add contact locks and constraints, bake results, and validate animation changes.
Why use it?
Animation controls and bone axes differ between characters, so copied poses or guessed rotations can produce incorrect results. The guide requires checking the selected rig before making changes.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: mentions Codex.

Good fit Use it to retarget animation, set up or inspect rigs, edit poses and motion with Control Rig, add contact locks and constraints, bake results, and validate animation changes.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/db-lyon/ue-mcp/ue-mcp-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 db-lyon/ue-mcp --skill ue-mcp-animation
Clone the repo
git clone --depth 1 https://github.com/db-lyon/ue-mcp

Made for: Claude Code, Codex.

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 ue-mcp-animation

README.md
[![agentmods](https://agentmods.dev/badge/skills/db-lyon/ue-mcp/ue-mcp-animation/github.svg)](https://agentmods.dev/skills/db-lyon/ue-mcp/ue-mcp-animation)
Your own site
<a href="https://agentmods.dev/skills/db-lyon/ue-mcp/ue-mcp-animation"><img src="https://agentmods.dev/badge/skills/db-lyon/ue-mcp/ue-mcp-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 ue-mcp-animation

Your own site · 80×15
<a href="https://agentmods.dev/skills/db-lyon/ue-mcp/ue-mcp-animation"><img src="https://agentmods.dev/badge/skills/db-lyon/ue-mcp/ue-mcp-animation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 85 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,691 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 $0.00085 $0.02691
Opus 5.5 $0.00034 $0.01076
Sonnet 5.5 $0.00017 $0.00538
Haiku 4.5 $0.00009 $0.00269

Measured 18d ago against content hash fcd2ca0f29e1, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

ue-mcp-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 18d 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/ue-mcp-animation/SKILL.md · 190 lines

How it starts

The opening of the file, as written. The whole thing — 190 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UE-MCP native animation workflow

Create quality animation from measured pose constraints, not guessed control angles. Control names, local axes, palm axes, handedness, and scale are properties of the selected rig. Discover them again for every unfamiliar rig; never paste values from another rig or negate a left-side Euler pose to make a right-side pose.

Focused skeletal mesh weighting

Use the existing skeleton-edit actions for bone creation, removal, reparenting, and reference-pose changes. For a small, explicit skin-weight correction:

  1. Call asset(action="list_skeleton_bones", assetPath=<mesh>, includeTransforms=false) and use the returned names exactly.
  2. Call asset(action="read_skeletal_mesh_skin_weights", assetPath=<mesh>, lodIndex=0, vertexIndices=[...]). Keep each read to the selected source vertex IDs; the action caps a call at 256 vertices.
  3. Call asset(action="set_skeletal_mesh_skin_weights", assetPath=<mesh>, lodIndex=0, edits=[{vertexIndex, influences:[{boneName, weight}]}]) with the complete replacement influence set for every selected vertex. Inspect the returned before and after: Unreal normalizes and prunes the list, and stores source weights as uint16 values. The render buffer may quantize again to 8-bit unless the LOD enables high-precision skin weights.
  4. Open the rebuilt mesh with editor(action="open_asset", assetPath=<mesh>) and capture the asset editor at the reference pose and useful preview poses. Re-read the same selected vertices before moving on.

The weight setter edits one existing source LOD and profile, saves only when a selected value changed, and leaves all unlisted vertices, LODs, and profiles alone. It does not infer bones, fit a mesh, or auto-rig a character.

To size a physics body, socket or hit volume from the mesh, call asset(action="read_skeletal_mesh_bone_vertex_bounds", assetPath=<mesh>). Each bone's boneSpace box is its dominant vertices in the bone's own bind-pose frame, the frame a physics body on that bone uses; componentSpace is the same set in the mesh's bind pose. Pass boneNames to limit the report, or minWeight to count a vertex for every bone weighing at least that much.

Read the full file on GitHub · 190 lines

Files

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.

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. 18d ago Changed · +7 lines fcd2ca0f29e1
  2. 1mo ago Changed · +28 lines 5695d8907957
  3. 1mo ago First seen · 155 lines · 85 tokens per session scan A 9de54a95aed7

Subscribe to this mod's changes

ue-mcp-animation is a skill published in the GitHub repository db-lyon/ue-mcp (448 stars, last pushed today), licensed MIT. It adds 85 tokens to every session and 2,691 once invoked, about $0.0003 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 2026-08-30.

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