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 rigginggit 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/rigging)<a href="https://agentmods.dev/skills/monumentalsystems/atlas-agent-teams/rigging"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/rigging/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/rigging"><img src="https://agentmods.dev/badge/skills/monumentalsystems/atlas-agent-teams/rigging.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 | $0.00013 | $0.01649 |
| Opus 5.5 | $0.00005 | $0.00660 |
| Sonnet 5.5 | $0.00003 | $0.00330 |
| Haiku 4.5 | $0.00001 | $0.00165 |
Grade A, and why
rigging 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 1mo 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.
Rigging
Skeleton and Joint Hierarchy
Joint Placement
- Anatomical Accuracy: Place joints following anatomical structure
- Deformation Considerations: Position joints for optimal deformation
- Joint Orientation: Orient joints for proper rotation axes
- Joint Hierarchy: Create logical parent-child relationships
- Naming Conventions: Use consistent, descriptive joint names
- Scale and Proportions: Maintain proper scale and proportions
Joint Types
- Ball Joints: 3 degrees of freedom (shoulder, hip)
- Hinge Joints: 1 degree of freedom (elbow, knee)
- Universal Joints: 2 degrees of freedom (wrist, ankle)
- Root Joint: Base of the skeleton hierarchy
- End Joints: End of joint chains (fingertips, toes)
Joint Hierarchy
- Root: Top of the hierarchy (hips, pelvis)
- Spine: Spine joints from pelvis to neck
- Limbs: Arms and legs with shoulder/elbow/hand and hip/knee/foot
- Head: Head and facial joints
- Fingers: Finger joints for detailed hand animation
- Toes: Toe joints for detailed foot animation
IK and FK Controls
Inverse Kinematics (IK)
- IK Solvers: Calculate joint positions from end effector
- IK Handles: Controls for IK chains
- Pole Vectors: Control IK chain orientation
- IK/FK Blending: Switch between IK and FK
- IK Constraints: Limit IK movement
- IK Applications: Legs, arms, spine, fingers
Forward Kinematics (FK)
- FK Controls: Rotate joints directly
- FK Chains: Parent-child joint relationships
- FK Applications: Spine, fingers, toes, tail
- FK Advantages: Intuitive, predictable, easy to animate
- FK Disadvantages: Time-consuming for complex poses
IK/FK Switching
- Blend Controls: Switch between IK and FK
- Match IK to FK: Match IK pose to FK pose
- Match FK to IK: Match FK pose to IK pose
- Seamless Transitions: Smooth switching between modes
- Animation Considerations: Plan IK/FK usage in animation
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.
- 1mo ago First seen · 176 lines · 13 tokens per session scan A 9ac9e7b006a8
rigging is a skill published in the GitHub repository MonumentalSystems/Atlas-Agent-Teams (34 stars, last pushed 2mo ago), licensed MIT. It adds 13 tokens to every session and 1,649 once invoked, about $0.0001 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 2026-08-30.
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