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 skills add kevinpbuckley/VibeUE --skill animation-editinggit clone --depth 1 https://github.com/kevinpbuckley/VibeUEWrote 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/kevinpbuckley/vibeue/animation-editing)<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/animation-editing"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/animation-editing/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.
<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/animation-editing"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/animation-editing.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 5.1 | $0.00084 | $0.01301 |
| Opus 5 | $0.00042 | $0.00651 |
| Sonnet 5 | $0.00017 | $0.00260 |
| Haiku 4.5 | $0.00008 | $0.00130 |
Grade A, and why
animation-editing 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 11d 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 — 119 lines — stays where its author put it; the contents beside it link to each section on GitHub.
🧠 Brains complement: IF an
unreal-engine-skills-managertool (external MCP) exists in this session, call it with{action: "load", skill: "animation-system"}for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.
Animation Editing Skill
Covers the profile → preview → validate → bake workflow for safe bone edits with correct bone-space handling and constraint validation.
Load companion skills:
animsequence(basic keyframe creation),skeleton(structure, retargeting),animation-blueprint(state machines / AnimGraph). Skills load via the engine'sAgentSkillToolset(ListSkills/GetSkills) — there is novibeue-skills-managertool. Run the VibeUE services below withexecute_python_code(unreal.<Service>.<method>()).
🛡️ Safe discovery — never
unreal.load_asset()in loops (memory crash 0xC0000005). UseSkeletonService.list_skeletons(path),AnimSequenceService.find_animations_for_skeleton(skeleton),AnimSequenceService.list_anim_sequences(path, skeleton_filter)— they query metadata without loading.
⚠️ Critical Rules
1. Always specify bone space
Every bone rotation must state its coordinate space. Default to "local" for user intent.
| Space | Relative to | Use for |
|---|---|---|
"local" |
parent bone | most edits (default) |
"component" |
mesh root | cross-bone coordination |
"world" |
world | rarely |
unreal.AnimSequenceService.preview_bone_rotation(path, "upperarm_r", unreal.Rotator(0, 30, 0), "local", 0)
2. Use preview → validate → bake (never edit blind)
ass = unreal.AnimSequenceService
ass.preview_bone_rotation(anim_path, "upperarm_r", unreal.Rotator(0, 45, 0), "local", 0)
v = ass.validate_pose(anim_path, True) # True = learned constraints
if v.is_valid:
ass.bake_preview_to_keyframes(anim_path, 0, -1, "cubic")
else:
ass.cancel_preview(anim_path) # or accept clamped values
What ships with it
8 files 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.
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.
- 11d ago First seen · 119 lines · 84 tokens per session scan A 9c1d293cc3bb
animation-editing is a skill published in the GitHub repository kevinpbuckley/VibeUE (674 stars, last pushed 6d ago), licensed MIT. It adds 84 tokens to every session and 1,301 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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