rig-animation

rig-animation is a skill for Codex from frabcd/codex-ai-game-studio. It costs 29 tokens per session (458 once invoked), scanned A, original, MIT.

A workflow for creating character rigs and animations that deform correctly and behave predictably in a game engine. A rig is the digital skeleton that controls a character model.

In plain words
What is it for?
Use it to define skeletons, prepare weights and animation clips, retarget motion between characters, and check engine imports.
Why use it?
It helps catch broken joints, foot sliding, bad loops, root-motion errors, and import problems before the animation reaches the game.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit Use it to define skeletons, prepare weights and animation clips, retarget motion between characters, and check engine imports.

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Install with agentmods
npx agentmods add skills/frabcd/codex-ai-game-studio/rig-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 frabcd/codex-ai-game-studio --skill rig-animation
Clone the repo
git clone --depth 1 https://github.com/frabcd/codex-ai-game-studio

Made for: 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 rig-animation

README.md
[![agentmods](https://agentmods.dev/badge/skills/frabcd/codex-ai-game-studio/rig-animation/github.svg)](https://agentmods.dev/skills/frabcd/codex-ai-game-studio/rig-animation)
Your own site
<a href="https://agentmods.dev/skills/frabcd/codex-ai-game-studio/rig-animation"><img src="https://agentmods.dev/badge/skills/frabcd/codex-ai-game-studio/rig-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 rig-animation

Your own site · 80×15
<a href="https://agentmods.dev/skills/frabcd/codex-ai-game-studio/rig-animation"><img src="https://agentmods.dev/badge/skills/frabcd/codex-ai-game-studio/rig-animation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 29 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 458 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.
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 $0.00029 $0.00458
Opus 5 $0.00015 $0.00229
Sonnet 5 $0.00006 $0.00092
Haiku 4.5 $0.00003 $0.00046

Measured 7d ago against content hash fc59238950eb, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

rig-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 7d 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.

plugins/ai-game-studio/skills/rig-animation/SKILL.md · 59 lines

How it starts

The opening of the file, as written. The whole thing — 59 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Rig Animation

Outcome

Deliver animation that deforms cleanly and behaves predictably in the target engine.

Required inputs

  • rights-cleared character mesh
  • target skeleton and engine
  • clip list, frame rate, root-motion policy, and gameplay constraints

Ask for missing information only when it changes the route materially. Otherwise state conservative assumptions and proceed with read-only analysis.

Workflow

  1. Inspect topology, pose, scale, symmetry, and deformation readiness before rigging.
  2. Define skeleton naming, hierarchy, twist bones, facial scope, root, and retarget profile.
  3. Generate or author weights and clips into preserved working copies.
  4. Review deformations at stress poses and animation from multiple views.
  5. Validate root motion, contacts, foot sliding, loop continuity, additive assumptions, events, and engine import.

Expected artifacts

  • rig specification
  • rigged source copy
  • validated clips
  • contact and loop report
  • engine animation proof
  • provenance record

Workflow-specific gates

  • Reject unexpected bone scale, unstable constraints, collapsing joints, penetrations, foot skating, and discontinuous loops.
  • Retargeting must preserve the original source and record both source and destination skeletons.
  • Identity-based motion or performance capture requires documented performer consent.

Production completion gate

Before recommending production use, complete and report all seven gates:

  1. Rights, consent, code/model/dataset/output license, and generation-provenance checks.
  2. Technical format, naming, scale, color, metadata, and target-import validation.
  3. Visual and temporal consistency review across representative views and states.
  4. Runtime memory, frame-time, draw-call, streaming, and asset-budget checks.
  5. Playability and interaction smoke tests in the target runtime.
  6. Screenshot, capture, diff, or artifact-regression evidence with reproducible settings.
  7. Human approval before replacing source assets or promoting generated output.

Read the full file on GitHub · 59 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. 7d ago First seen · 59 lines · 29 tokens per session scan A fc59238950eb

Subscribe to this mod's changes

rig-animation is a skill published in the GitHub repository frabcd/codex-ai-game-studio (10 stars, last pushed 3d ago), licensed MIT. It adds 29 tokens to every session and 458 once invoked, about $0.0001 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.

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