skeleton

skeleton is a skill for Claude Code, Codex from kevinpbuckley/VibeUE. It costs 99 tokens per session (4,554 once invoked), scanned A, original, MIT.

An Unreal Engine skill for editing a character skeleton, the hierarchy of bones that controls a 3D model. It handles bone transforms and hierarchy, retargeting settings, curve metadata, blend profiles, and bone constraints.

In plain words
What is it for?
Use it to change bone structure or transforms, configure animation retargeting, edit curve and blend data, manage constraints, and learn constraints from animations.
Why use it?
It keeps skeleton-specific edits in the appropriate tools and clarifies which related mesh operations belong elsewhere.

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 change bone structure or transforms, configure animation retargeting, edit curve and blend data, manage constraints, and learn constraints from animations.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kevinpbuckley/vibeue/skeleton
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 skeleton
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 skeleton

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/kevinpbuckley/vibeue/skeleton"><img src="https://agentmods.dev/badge/skills/kevinpbuckley/vibeue/skeleton.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 99 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,554 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 $0.00099 $0.04554
Opus 5 $0.00049 $0.02277
Sonnet 5 $0.00020 $0.00911
Haiku 4.5 $0.00010 $0.00455

Measured 9d ago against content hash 71412d0b4ce9, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

skeleton 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 9d 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/skeleton/SKILL.md · 437 lines

How it starts

The opening of the file, as written. The whole thing — 437 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.

Skeleton & Skeletal Mesh Skill

Architecture (read first): VibeUE extends Unreal's native MCP endpoint. Socket CRUD, bone enumeration, physics-asset assignment, and material/LOD/morph inspection are owned by the engine toolset editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools (called via call_tool). VibeUE's SkeletonService was trimmed to what the engine doesn't cover: bone transform/hierarchy editing, retargeting config, curve metadata, blend profiles, bone constraints, and learn-from-animations.

Loading skills: skills load through the engine's AgentSkillToolset (ListSkills/GetSkills) — there is no vibeue-skills-manager tool. Run VibeUE services with execute_python_code (unreal.SkeletonService.<method>()); reach engine tools with call_tool (discover with list_toolsets / describe_toolset).

Related Skills:

  • animsequence / animation-editing - For editing animations with constraint validation (uses skeleton profiles) and keyframes
  • animation-blueprint - For AnimBP state machines and navigation

Use this skill when: Editing bone transforms/hierarchy, retargeting modes, blend profiles, curve metadata, or bone constraints. For sockets / bone listing / physics asset / materials / LODs, use engine SkeletalMeshTools (see below).

Sockets, bone enumeration, inspection → engine SkeletalMeshTools

These moved to the engine. Discover the exact schemas with describe_toolset("editor_toolset.toolsets.skeletal_mesh.SkeletalMeshTools") and call via call_tool (the mesh argument is a {"refPath": "<SkeletalMesh asset path>"} object):

Read the full file on GitHub · 437 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. 9d ago First seen · 437 lines · 99 tokens per session scan A 71412d0b4ce9

Subscribe to this mod's changes

skeleton is a skill published in the GitHub repository kevinpbuckley/VibeUE (659 stars, last pushed 5d ago), licensed MIT. It adds 99 tokens to every session and 4,554 once invoked, about $0.0005 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.