animation-patterns

animation-patterns is a skill for Claude Code from HermeticOrmus/claude-code-game-development. It costs 64 tokens per session (2,086 once invoked), scanned A, original, MIT.

A collection of code patterns for character animation in games. It includes Godot blend spaces and state-machine transitions, root motion, inverse-kinematics foot placement, animation events, and a Unity 2D blend tree.

In plain words
What is it for?
Use it for character movement animation, blend-tree setup, animation state logic, root motion, foot planting, and animation events.
Why use it?
It provides example structures for connecting movement code to animation parameters and for handling animation-driven behavior. This helps when implementing locomotion, state changes, or joint placement.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the animation-systems plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it for character movement animation, blend-tree setup, animation state logic, root motion, foot planting, and animation events.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/hermeticormus/claude-code-game-development/animation-patterns
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 HermeticOrmus/claude-code-game-development --skill animation-patterns
Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/claude-code-game-development

Made for: Claude Code.

Or install animation-systems, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

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 animation-patterns

README.md
[![agentmods](https://agentmods.dev/badge/skills/hermeticormus/claude-code-game-development/animation-patterns/github.svg)](https://agentmods.dev/skills/hermeticormus/claude-code-game-development/animation-patterns)
Your own site
<a href="https://agentmods.dev/skills/hermeticormus/claude-code-game-development/animation-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/claude-code-game-development/animation-patterns/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 animation-patterns

Your own site · 80×15
<a href="https://agentmods.dev/skills/hermeticormus/claude-code-game-development/animation-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/claude-code-game-development/animation-patterns.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 64 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,086 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 $0.00064 $0.02086
Opus 5.5 $0.00026 $0.00834
Sonnet 5.5 $0.00013 $0.00417
Haiku 4.5 $0.00006 $0.00209

Measured 15d ago against content hash 13efd6a78cee, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

animation-patterns 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 15d 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

plugins/animation-systems/skills/animation-patterns/SKILL.md · 226 lines

How it starts

The opening of the file, as written. The whole thing — 226 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Animation Patterns

Godot AnimationTree BlendSpace2D Locomotion

# Locomotion blend tree setup - driven by velocity
class_name PlayerAnimator extends Node
@onready var animation_tree: AnimationTree = $AnimationTree
@onready var body: CharacterBody3D = get_parent()

const BLEND_PATH := "parameters/LocomotionBlend/blend_position"
const SPEED_PATH := "parameters/SpeedBlend/blend_amount"

func _physics_process(_delta: float) -> void:
    var velocity := body.velocity
    var speed := velocity.length()

    # 2D blend space: X=strafe (-1 left, 1 right), Y=forward (0 idle, 1 run)
    # Normalize by max speed so blend space uses [0,1] range
    var horizontal := body.global_transform.basis.x.dot(velocity) / 6.0
    var forward := -body.global_transform.basis.z.dot(velocity) / 6.0

    animation_tree.set(BLEND_PATH, Vector2(horizontal, forward))
    animation_tree.set(SPEED_PATH, speed / 6.0)  # 6.0 = max run speed

# AnimationTree configuration (in Godot editor):
# Root: AnimationNodeStateMachine
#   State "Locomotion": AnimationNodeBlendSpace2D
#     Points:
#       (0, 0) = "idle" clip
#       (0, 1) = "run_forward" clip
#       (1, 0) = "strafe_right" clip
#       (-1, 0) = "strafe_left" clip
#       (0, -1) = "walk_backward" clip
#     Blend mode: Interpolation (linear)
#   State "Jump": AnimationNodeAnimation ("jump" clip, no loop)
#   State "Land": AnimationNodeAnimation ("land" clip, no loop)
#   Transitions:
#     Locomotion -> Jump: condition "is_jumping" (bool param)
#     Jump -> Land: advance condition "animation_finished"
#     Land -> Locomotion: advance condition "animation_finished"

AnimationNodeStateMachine Transitions (GDScript)

# Trigger state transitions through AnimationTree parameters
func jump() -> void:
    animation_tree.set("parameters/conditions/is_jumping", true)
    # Reset after one frame so it acts as a trigger
    await get_tree().process_frame
    animation_tree.set("parameters/conditions/is_jumping", false)

func land() -> void:
    animation_tree.set("parameters/conditions/is_landing", true)
    await get_tree().process_frame
    animation_tree.set("parameters/conditions/is_landing", false)

# Reading current state name for logic decisions
func get_current_animation() -> StringName:
    var playback: AnimationNodeStateMachinePlayback = animation_tree.get(
        "parameters/playback"
    )
    return playback.get_current_node()

func is_in_state(state_name: StringName) -> bool:
    return get_current_animation() == state_name

Read the full file on GitHub · 226 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. 15d ago First seen · 226 lines · 64 tokens per session scan A 13efd6a78cee

Subscribe to this mod's changes

animation-patterns is a skill published in the GitHub repository HermeticOrmus/claude-code-game-development (70 stars, last pushed 11d ago), licensed MIT. It adds 64 tokens to every session and 2,086 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 2026-10-01.

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