animation-montage

animation-montage is a skill for Claude Code, Codex from kevinpbuckley/VibeUE. It costs 71 tokens per session (3,762 once invoked), scanned A, original, MIT.

An Unreal Engine editor skill for creating and editing Animation Montages, which are reusable sequences that control how character animations play. It works with sections, animation slots, segments, branching points, notifies, and blending.

In plain words
What is it for?
Use it to create montages, link sections, set slots and segments, add branching points or notifies, and adjust blend timing.
Why use it?
It provides the operations needed to organize animation playback without editing montage structures by hand.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: mentions Claude Code; mentions Codex.

Good fit Use it to create montages, link sections, set slots and segments, add branching points or notifies, and adjust blend timing.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kevinpbuckley/vibeue/animation-montage
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 kevinpbuckley/VibeUE --skill animation-montage
Clone the repo
git clone --depth 1 https://github.com/kevinpbuckley/VibeUE

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 animation-montage

README.md
[![agentmods](https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/animation-montage/github.svg)](https://agentmods.dev/skills/kevinpbuckley/vibeue/animation-montage)
Your own site
<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/animation-montage"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/animation-montage/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-montage

Your own site · 80×15
<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/animation-montage"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/animation-montage.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 71 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,762 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 $0.00071 $0.03762
Opus 5 $0.00036 $0.01881
Sonnet 5 $0.00014 $0.00752
Haiku 4.5 $0.00007 $0.00376

Measured 12d ago against content hash b9e284be1359, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

animation-montage 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 12d 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.

Content/Skills/animation-montage/SKILL.md · 377 lines

How it starts

The opening of the file, as written. The whole thing — 377 lines — stays where its author put it; the contents beside it link to each section on GitHub.

🧠 Brains complement: IF an unreal-engine-skills-manager tool (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 Montage Skill

Use AnimMontageService for animation montage operations.

Quick Reference - Python API

Discovery Methods

⚠️ list_montages filters are strings, not None (issue #461) — pass "" for "no filter", never None (an FString arg can't be null and raises a TypeError). Playback rate: there is no set_playback_rate_scale method; set the montage's RateScale directly — unreal.load_asset(montage_path).set_editor_property("RateScale", 1.5) then unreal.EditorAssetLibrary.save_asset(montage_path).

# List all montages in a path (use "" for no skeleton filter, NOT None)
montages = AnimMontageService.list_montages(search_path, skeleton_filter) -> Array[MontageInfo]

# Get detailed montage info
info = AnimMontageService.get_montage_info(montage_path) -> MontageInfo

# Find montages for a skeleton
montages = AnimMontageService.find_montages_for_skeleton(skeleton_path) -> Array[MontageInfo]

# Find montages using a specific animation
montages = AnimMontageService.find_montages_using_animation(anim_path) -> Array[MontageInfo]

Creation Methods

# Create montage from an animation sequence
path = AnimMontageService.create_montage_from_animation(anim_path, dest_path, name) -> str

# Create empty montage for a skeleton
path = AnimMontageService.create_empty_montage(skeleton_path, dest_path, name) -> str

# Duplicate existing montage
path = AnimMontageService.duplicate_montage(source_path, dest_path, new_name) -> str

Read the full file on GitHub · 377 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. 12d ago First seen · 377 lines · 71 tokens per session scan A b9e284be1359

Subscribe to this mod's changes

animation-montage is a skill published in the GitHub repository kevinpbuckley/VibeUE (676 stars, last pushed 8d ago), licensed MIT. It adds 71 tokens to every session and 3,762 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.

Related

Other skills, from other repositories

ai-game-world-design

Complete mastery guide for designing and building AI-powered game worlds — procedural world generation, NPC behavior trees, LLM-driven dialogue systems, emergent storytelling, economy simulation, player modeling, and real-time difficulty adaptation. Covers the full stack from world-building fundamentals to integrating…

nirholas/three.ws · 88 tokens

kimodo-unity-bridge

Install KimodoUnityBridge and route Unity animation work through its cooperating capability tools.

OneYoungMean/KimodoUnityBridge · 23 tokens

animation-tree

Use when the user has clips on a character and needs them to play in response to gameplay — idle/walk/run blend, attacks that interrupt locomotion, hit reactions that override everything. Designs and wires Summer Engine AnimationTree state machines and blend trees. Trigger on "AnimationTree", "state machine", "blend…

SummerEngine/summer-engine-agent · 86 tokens

procedural-animation

Use when the user needs runtime-driven bone modification on top of clips — head look-at, foot IK on uneven ground, hand-grabs-prop, additive lean, hit-direction recoil. Code-and-modifier patterns, not generation. Trigger on "look at", "IK", "foot placement", "foot IK", "lean", "additive layer", "feet floating", "hand…

SummerEngine/summer-engine-agent · 93 tokens

generate-motion

Use when the user needs an animation clip on a rigged character — idle/walk/run/attack from the curated Meshy library. Picks the right curated motion, attaches the resulting clip to an AnimationPlayer. Trigger on "animation", "animate", "idle", "walk", "run", "attack animation", "motion", "mocap", "dance", "death…

SummerEngine/summer-engine-agent · 81 tokens

retarget

Use when the user wants to apply existing animation clips from one rigged character to a different rigged character — same library, multiple models, no regeneration. Trigger on "retarget", "reuse animation", "apply to other character", "same animations on different model", "share animation library".

SummerEngine/summer-engine-agent · 62 tokens