animate

animate is a skill for Claude Code from melodic-software/claude-code-plugins. It costs 194 tokens per session (1,479 once invoked), scanned A, original, MIT.

A tool for turning pixel-art sprites into animated cycles such as walking, attacking or jumping. It exports sprite sheets in layouts expected by selected game engines and can make GIF previews.

In plain words
What is it for?
Use it to animate characters in one, four or eight directions for engines such as Godot, RPG Maker MZ or PICO-8.
Why use it?
It avoids manually arranging frames and helps keep repeated animation poses consistent.

Skill for Claude Code

Written for Claude Code: disable-model-invocation in frontmatter.

Runs only inside its plugin — its command needs a path that Claude Code sets for a plugin’s own hooks and for nothing else. Install the plugin, not this.

Part of the pixel-art plugin — 3 skills shipped together

Good fit Use it to animate characters in one, four or eight directions for engines such as Godot, RPG Maker MZ or PICO-8.

Compare 6 skills from other repositories ↓
Install

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.

Claude Code
/plugin marketplace add melodic-software/claude-code-plugins
Claude Code
/plugin install pixel-art

Made for: Claude Code.

Or install pixel-art, the plugin that ships this one along with the rest of its 3 skills.

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 animate

README.md
[![agentmods](https://agentmods.dev/badge/skills/melodic-software/claude-code-plugins/animate/github.svg)](https://agentmods.dev/skills/melodic-software/claude-code-plugins/animate)
Your own site
<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.

agentmods 80×15 button for animate

Your own site · 80×15
<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>
Per session 194 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,479 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.
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 $0.00194 $0.01479
Opus 5.5 $0.00078 $0.00592
Sonnet 5.5 $0.00039 $0.00296
Haiku 4.5 $0.00019 $0.00148

Measured 16d ago against content hash 2431f43cd78e, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

plugins/pixel-art/skills/animate/SKILL.md · 104 lines

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.

Read the full file on GitHub · 104 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. 16d ago Changed · +5 lines 2431f43cd78e
  2. 17d ago Changed · +12 lines 344d5ac4c629
  3. 18d ago First seen · 87 lines · 194 tokens per session scan A 03753a1c5e43

Subscribe to this mod's changes

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.

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