Getting it into your agent
This one installs as part of its plugin. Adding the marketplace and installing the plugin brings it with everything else the plugin ships.
/plugin marketplace add melodic-software/claude-code-plugins/plugin install pixel-artWrote 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/melodic-software/claude-code-plugins/animate)<a href="https://agentmods.dev/skills/melodic-software/claude-code-plugins/animate"><img src="https://agentmods.dev/badge/skills/melodic-software/claude-code-plugins/animate/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/melodic-software/claude-code-plugins/animate"><img src="https://agentmods.dev/badge/skills/melodic-software/claude-code-plugins/animate.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 | $0.00194 | $0.01479 |
| Opus 5.5 | $0.00078 | $0.00592 |
| Sonnet 5.5 | $0.00039 | $0.00296 |
| Haiku 4.5 | $0.00019 | $0.00148 |
Grade A, and why
animate 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 16d 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 — 104 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Animate
Turn a character (an existing spec, or one described in the request) into animation cycles laid out the way the target engine expects, and show them moving.
1. Brief
Follow brief.md the same way /pixel-art:sprite
does, including the brief.md file, the one-line defaults, and the presence-gated
/planning:interview offer. Then add:
- Cycles and their purpose: player-controlled actions need responsiveness; enemies and cutscene actors can afford anticipation.
- Directions: 1 (side-scroller), 4, 8, or isometric.
- Target layout: sets frame size, frame count per cycle, direction order, and sheet columns.
RPG Maker MZ characters, for example, fix 3 patterns x 4 directions at 48x48. Read
engine-layouts.md.
When the character is an existing spec that already has brief.md beside it, read that file and
extend it with cycles, directions, and layout. Do not re-ask fields it already answers. Write the
extended brief beside this spec before the first render.
2. Plan the cycles
From craft-animation.md choose, per cycle,
the key poses, frame count, per-frame duration, and loop direction. Write the plan as a short table
before drawing: it is the review rubric later. Engine layouts override craft defaults (MZ walk is
3 patterns played 0-1-2-1).
3. Author
Use a procedural generator for anything past a couple of frames: one draw(direction, pose)
function whose parameters (limb angles, step phase, body bob, arm swing, squash) produce each
frame, so every frame stays on-model and a fix lands in every frame at once. For a humanoid
walker, start from ${CLAUDE_PLUGIN_ROOT}/scripts/kit.py and adapt it: a proportion preset
(chibi, standard, tall), a head shape, a hair shape, material ramps, and an extra
callback for clothing or props. ${CLAUDE_PLUGIN_ROOT}/examples/walker/blacksmith.py is a
4-direction walker built that way. ${CLAUDE_PLUGIN_ROOT}/examples/campfire/hero_mz.py is an
earlier hand-written MZ sheet; copy either example into the working directory before running it, with kit.py beside blacksmith.py.
Draw one side view and mirror it for the other only when the design is symmetric; the kit shades
after the mirror so the light stays top-left.
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.
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.
- 16d ago Changed · +5 lines 2431f43cd78e
- 17d ago Changed · +12 lines 344d5ac4c629
- 18d ago First seen · 87 lines · 194 tokens per session scan A 03753a1c5e43
animate is a skill published in the GitHub repository melodic-software/claude-code-plugins (25 stars, last pushed today), licensed MIT. It adds 194 tokens to every session and 1,479 once invoked, about $0.0008 per session on Opus 5.5. 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 2026-09-28.
Other skills, from other repositories
find-shortest-path
For pathfinding and search: shortest path, maze solving, game AI, route planning, graph traversal, BFS/DFS, Dijkstra, A problems.
stack-based-backtrack
For search with undo: explicit decision stack, backtracking when paths fail, depth-first exploration with state restoration.
solve-grid-maze
For 2D grid problems: mazes, board games, tile maps, pixel grids, coordinate systems, cellular automata, flood fill. Uses dict-based Grid class pattern.
use-sparse-set
For sparse data: infinite grids, large spaces with few active elements, membership testing, set operations on coordinates or states.
parallel-orchestrator
Manage parallel Claude Code workstreams using git worktrees. Use when: splitting large tasks across multiple workers, coordinating parallel development, monitoring worker progress, integrating completed work, analyzing work item documents (code reviews, issue lists). Triggers: parallel, orchestrator, worktrees…
parallel-worker
Execute focused implementation tasks in a parallel workflow. Use when: working on assigned files in a worktree, making checkpoint commits, signaling dependencies or blockers, completing orchestrator-assigned tasks. Triggers: worker, checkpoint, worktree, assigned scope, commit prefix, parallel task.