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.
npx agentmods add skills/hermeticormus/libregamedev-claude-code/animation-patternsnpx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill animation-patternsgit clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-CodeWrote 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.
[](https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/animation-patterns)<a href="https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/animation-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/animation-patterns.svg" alt="Measured on agentmods" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00000 | $0.02015 |
| Opus 5 | $0.00000 | $0.01007 |
| Sonnet 5 | $0.00000 | $0.00403 |
| Haiku 4.5 | $0.00000 | $0.00201 |
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 4d 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.
How it starts
The opening of the file, as written. The whole thing — 221 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
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.
- 4d ago First seen · 221 lines · 0 tokens per session scan A 19048707a1f6
animation-patterns is a skill published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (6 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 2,015 tokens. 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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