ue-mcp-animation

ue-mcp-animation is a skill for Claude Code, Codex from db-lyon/ue-mcp. It costs 85 tokens per session (2,580 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.

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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
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Per session 85 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,580 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 $0.02580
Opus 5 $0.00043 $0.01290
Sonnet 5 $0.00017 $0.00516
Haiku 4.5 $0.00009 $0.00258

Measured 2d ago against content hash 5695d8907957, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, 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 2d 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 · 183 lines

How it starts

The opening of the file, as written. The whole thing — 183 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.

Required loop

  1. Call project(action="get_status"); verify the intended project and editor.
  2. Establish the character's authoring baseline before editing clips. Search for a Control Rig already bound to the target mesh/skeleton and inspect it with read_control_rig_hierarchy and read_control_rig_graph. It must have the controls, Forward Solve, and Backward Solve required for the intended edits. If the project or character has no suitable rig, create one first with the bundled Epic 5.8 controlrig actions (epic_create, epic_import_bones_from_asset, epic_add_control, deliberate Forward Solve nodes/links, and epic_add_backward_solve_graph), then save the exact rig with asset(epic_save_assets). epic_create alone creates no imported bones, authored controls, or solver wiring. Run an unchanged source-to-controls-to-bones round trip on the exact production mesh. Do not begin production work on an unverified or merely name-compatible rig.
  3. Resolve the source AnimSequence, mesh, skeleton, verified Control Rig, and frame rate. When IK/retarget assets are part of the job, use read_ik_rig and read_ik_retargeter first. On UE 5.8 use configure_ik_rig for validated roots, ancestry-valid chains, concrete goals, solver connections and effectors; use configure_ik_retargeter for the default op stack, source and target rig assignment to every op, auto/manual mappings, preview meshes, and a named retarget pose. Read both assets back after saving. A chain's goal string is not proof that a goal or solver exists.
  4. Create a versioned session with begin_control_rig_edit. Use a unique LevelSequence path and bindingTag, an end-exclusive frame range, and onConflict="error". Use rigMode="asset" for a project rig or "fk" only when generated FK controls are intentional. The source must be non-additive and mesh-compatible; flatten an additive clip against its intended base first. layered controls the session layer, not an additive source base. A finite non-zero source RateScale is compensated in Sequencer so the raw timeline maps once without modifying the source asset; zero is rejected.
  5. Call read_control_rig_edit at rest, transitions, extrema, and end in both local and global space. Here global is rig/global (normally mesh component) space, not actor world space.
  6. Inspect every control's controlType, animatable, and enum metadata. Write scalars with the matching set_bool, set_float, or set_int; enum values must come from enumOptions. Never write animatable=false controls.
  7. Define anatomical component-space targets, then solve proximal to distal: shoulder/upper arm, elbow pole and bend, forearm direction, wrist, palm normal, then secondary motion. For a wave, the forearm must rise, the wrist must sit above the elbow/near the shoulder region, and the probed palm normal must face the intended viewer before wrist oscillation is added.
  8. When an axis is uncertain, make an immutable probe session. Apply a small positive and negative rotation to one local axis at one fixed frame, bake, and inspect the resulting component-space shoulder/forearm/hand landmarks with analyze_animation. Probe the right side separately; mirrored parents or negative scale can reverse anatomical meanings. Preserve the full scale read from the control.
  9. Apply absolute set_keys transforms with finite normalized quaternions, complete translation/rotationQuaternion/scale payloads, and strictly increasing frames. Preserve translation and scale unless intentionally editing them. If the source bake has dense keys, key every affected frame; sparse keys will not replace the intervening source motion. Apply related controls and scalar switches in one transaction. For a fixed contact, use contact_lock in the same operation batch. Supply a keyable translatable driver, optional driven bone/socket, inclusive frame range, component-space target, optional pole/stabilizer controls, and position/rotation tolerances. The session must contain one source animation section. The bridge samples it per frame, writes dense smooth-edged keys, and transactionally reads back the driver and stabilizers. A driven bone/socket returns verification=bake_and_analyze_required; bake, analyze every constrained frame, and reject the output if its residual misses the motion's acceptance tolerance. To follow a moving source bone/socket, set targetReference; omit target to preserve the first-frame relative transform, or provide target as an explicit transform in the reference's space. This is the generic two-hand/hand-to-prop relationship primitive. FK contacts whose translation is ignored by skeleton retargeting use a local rotation-chain solve and report solver=fk_rotation_chain; that path requires a driven bone and does not accept stabilizers. Position-only locks leave the driven control orientation unkeyed. The bridge does not guess the driver, pole, foot roll, friction, joint limits, or pelvis compensation.
  10. Read back the edited frames in local and global space. Reject elbow flips, discontinuities, wrong forearm direction, wrong palm normal, or unexpected changes outside the edited chain before baking.
  11. Bake to a new versioned AnimSequence with bake_control_rig_edit, reduceKeys=false, and onConflict="error". Never overwrite source, another iteration's session, or prior approved output assets.

Read the full file on GitHub · 183 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. 2d ago Changed · +28 lines 5695d8907957
  2. 11d 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 (324 stars, last pushed today), licensed MIT. It adds 85 tokens to every session and 2,580 once invoked, about $0.0004 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 2026-08-30.

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