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 linegel/threejs-complete-set-of-skill --skill threejs-procedural-motion-systemsgit clone --depth 1 https://github.com/linegel/threejs-complete-set-of-skillWrote 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/linegel/threejs-complete-set-of-skill/threejs-procedural-motion-systems)<a href="https://agentmods.dev/skills/linegel/threejs-complete-set-of-skill/threejs-procedural-motion-systems"><img src="https://agentmods.dev/badge/skills/linegel/threejs-complete-set-of-skill/threejs-procedural-motion-systems/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/linegel/threejs-complete-set-of-skill/threejs-procedural-motion-systems"><img src="https://agentmods.dev/badge/skills/linegel/threejs-complete-set-of-skill/threejs-procedural-motion-systems.svg" alt="Reviewed on agentmods" width="80" 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 5.1 | $0.00065 | $0.02058 |
| Opus 5 | $0.00032 | $0.01029 |
| Sonnet 5 | $0.00013 | $0.00412 |
| Haiku 4.5 | $0.00006 | $0.00206 |
Grade A, and why
threejs-procedural-motion-systems 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 — 176 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Procedural Motion Systems
Semantic state is the source of truth; transforms are its presentation. Keep one writer for each position, orientation, velocity, phase, and event channel.
Process
1. Declare state and its writer
Name the observable motion, SI units, coordinate frame, stable actor identity, initial state, phase/event state, and duration contract: finite with a terminal pose plus velocity/hand-off rule, periodic with a wrap rule, or open-ended with a stop/reset policy. Assign one writer to every animated channel; clips, procedural roots, instance storage, camera rigs, and external solvers may own different channels only through an explicit layering order.
When another simulation supplies or reacts to motion, declare:
- exchanged quantities, units, frame/origin, state owner, producer, consumers, version, and publication order;
- timestamp or half-open interval, cadence, sample phase, interpolation or extrapolation, and discontinuity behavior;
- support/filter, validity, staleness, error bound, and missing-value behavior;
- rate versus interval-integrated semantics and one-way or two-way reaction ownership and order;
- GPU producer/consumer passes, resource generation, queue order, and actual completion evidence;
- immutable previous/current committed samples, stable identity, and reset, reuse, retirement, and disposal rules.
Keep frame-critical state on its owning device; schedule diagnostic readback asynchronously outside state advance and presentation.
Complete when: every animated channel has exactly one writer, one frame and unit convention, one stable identity, and a defined initial state plus finite, periodic, or open-ended duration contract; every cross-system boundary closes every applicable declaration above.
2. Choose the time model and representation
Choose by state dependence first, then actor count:
| Motion | Time model | Representation |
|---|---|---|
| Seekable authored transform | closed form at authoritative seconds | Object3D for a few actors; vertex TSL for many |
| Phased authored sequence | closed form plus discrete event state | phase-local time and a replayable event log |
| Spring, constraint, collision, or other recurrent state | fixed step with previous/current state | CPU arrays or GPU storage selected by measured crossover |
| Perceptual follow | dt-correct exponential response |
render-time state, explicitly non-physical |
What ships with it
3 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 · 176 lines · 65 tokens per session scan A b6654f9c2c30
threejs-procedural-motion-systems is a skill published in the GitHub repository linegel/threejs-complete-set-of-skill (6 stars, last pushed 1mo ago), licensed ISC. It adds 65 tokens to every session and 2,058 once invoked, about $0.0003 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 2026-08-31.
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