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 metaspartan/cybara --skill sprite-pipelinegit clone --depth 1 https://github.com/metaspartan/cybaraWrote 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/metaspartan/cybara/sprite-pipeline)<a href="https://agentmods.dev/skills/metaspartan/cybara/sprite-pipeline"><img src="https://agentmods.dev/badge/skills/metaspartan/cybara/sprite-pipeline/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/metaspartan/cybara/sprite-pipeline"><img src="https://agentmods.dev/badge/skills/metaspartan/cybara/sprite-pipeline.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00038 | $0.00451 |
| Opus 5 | $0.00019 | $0.00226 |
| Sonnet 5 | $0.00008 | $0.00090 |
| Haiku 4.5 | $0.00004 | $0.00045 |
Grade A, and why
sprite-pipeline 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.
How it starts
The opening of the file, as written. The whole thing — 44 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Sprite pipeline
Establish the asset contract
Identify target resolution, pixels per unit, palette, frame dimensions, frame rate, facing directions, pivot, baseline, transparency, atlas format, naming, collision expectations, filtering, and engine importer settings.
Production workflow
- Start from an approved in-game reference frame or style sheet.
- Define the exact animation list, frame count, timing, loop mode, and event frames.
- Produce one coherent animation strip at a time to limit silhouette and scale drift.
- Normalize every frame to one canvas, shared scale, pivot, and baseline.
- Remove accidental edge pixels, matte colors, duplicate frames, and transparency artifacts.
- Pack frames with deterministic names and atlas metadata accepted by the project.
- Preserve editable source art separately from generated atlases and engine imports.
Do not create frames independently when temporal consistency matters. Do not resample pixel art with smoothing. Do not overwrite approved source frames during normalization.
Engine integration
- Match filtering and compression to pixel art or painted art intentionally.
- Keep animation event timing separate from render-only frame changes.
- Verify pivots, root movement, sorting, collision, and attachment points in the game scene.
- Reuse atlases where it reduces state changes without exceeding target texture limits.
- Keep generated atlas output reproducible from source frames and configuration.
Verification
- Render an atlas or contact-sheet preview before import.
- Inspect every animation at native scale and representative gameplay scale.
- Play transitions forward, looped, interrupted, and reversed where supported.
- Verify no baseline jump, scale drift, edge bleeding, missing frame, or collision mismatch.
- Test the imported animation in a real scene with camera movement and target filtering.
- Measure atlas dimensions, memory, draw calls, and build-size impact.
Completion criteria
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.
- 9d ago First seen · 44 lines · 38 tokens per session scan A bee39bf348c0
sprite-pipeline is a skill published in the GitHub repository metaspartan/cybara (30 stars, last pushed today), licensed MIT. It adds 38 tokens to every session and 451 once invoked, about $0.0002 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 2026-09-03.
Other skills, from other repositories
avalon-8-10p
Eight-to-ten-player Avalon rules for a permanent Agent host, with the user choosing to join the randomized player pool or spectate.
kodama-verification
Define measurable success criteria and collect targeted test, build, lint, type-check, or smoke-test evidence before claiming work is complete.
kodama-behavior
Classify requests, assess unfamiliar codebases, delegate work safely, and recover from failed attempts. Use for multi-step, ambiguous, or parallelizable work.
kodama-constraints
Enforce non-negotiable safety, scope, security, and quality constraints for implementation and review work.
project-release-check
Validate this example project's release readiness. Use before publishing a release candidate.
threejs-animation
Three.js animation - keyframe animation, skeletal animation, morph targets, animation mixing. Use when animating objects, playing GLTF animations, creating procedural motion, or blending animations.