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 MonumentalSystems/Atlas-Agent-Teams --skill animationgit clone --depth 1 https://github.com/MonumentalSystems/Atlas-Agent-TeamsWrote 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/monumentalsystems/atlas-agent-teams/animation)<a href="https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/animation"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/animation/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/monumentalsystems/atlas-agent-teams/animation"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/animation.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 | $0.00015 | $0.01473 |
| Opus 5 | $0.00008 | $0.00737 |
| Sonnet 5 | $0.00003 | $0.00295 |
| Haiku 4.5 | $0.00002 | $0.00147 |
Grade A, and why
animation 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 10d 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 — 165 lines — stays where its author put it; the contents beside it link to each section on GitHub.
3D Animation
Animation Principles
The 12 Principles of Animation
- Squash and Stretch: Convey weight, flexibility, and impact
- Anticipation: Prepare audience for upcoming actions
- Staging: Present action clearly and unmistakably
- Straight Ahead vs Pose to Pose: Different animation workflows
- Follow-Through and Overlapping Action: Natural movement flow
- Slow In and Slow Out: Natural acceleration and deceleration
- Arcs: Natural curved paths of motion
- Secondary Action: Reinforce primary action with complementary movements
- Timing: Number of frames for action
- Exaggeration: Enhance actions for clarity and appeal
- Solid Drawing: 3D form and weight
- Appeal: Engaging and memorable characters
Additional Principles
- Weight: Convey mass and gravity
- Balance: Maintain equilibrium
- Rhythm: Create pleasing patterns of movement
- Personality: Infuse character into movement
- Readability: Ensure actions are clear and understandable
Keyframe Animation Techniques
Keyframing Workflow
- Blocking: Establish key poses that define the action
- Breakdowns: Add intermediate poses to define timing
- In-Betweening: Fill in frames between keys
- Polishing: Refine curves and add secondary motion
- Review: Check animation from multiple angles
Key Types
- Pose Keys: Define the main poses of an action
- Timing Keys: Define the timing and spacing
- Breakdown Keys: Define the transition between poses
- In-Between Keys: Fill in the motion between breakdowns
Keyframe Spacing
- Linear: Constant speed
- Ease In: Slow start, accelerates
- Ease Out: Fast start, decelerates
- Ease In Out: Slow start and end, fast middle
- Custom: Custom spacing for specific effects
Procedural Animation
Procedural Techniques
- Physics-Based: Use physics simulation for realistic movement
- Inverse Kinematics: Calculate joint positions from end effector
- Forward Kinematics: Calculate end effector from joint positions
- Constraint-Based: Use constraints to drive animation
- Mathematical Functions: Use sine waves, noise, etc.
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.
- 10d ago First seen · 165 lines · 15 tokens per session scan A 07dc31ff6706
animation is a skill published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (21 stars, last pushed 29d ago), licensed MIT. It adds 15 tokens to every session and 1,473 once invoked, about $0.0001 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.
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