animation-systems

animation-systems is a skill for Claude Code, Codex from omer-metin/skills-for-antigravity. It costs 147 tokens per session (644 once invoked), scanned A, original, Apache-2.0.

A guide to real-time game character animation, including skeletons made of connected bones, animation blending, state machines, inverse kinematics, and procedural motion. It covers how animations transition and respond while a game is running.

In plain words
What is it for?
Use it to design character animation states, blend movements, place feet and hands with inverse kinematics, share animations between characters, add secondary motion, and optimize animation performance.
Why use it?
It helps avoid stiff movement, sliding feet, tangled animation logic, and animation systems that use too much processing power.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to design character animation states, blend movements, place feet and hands with inverse kinematics, share animations between characters, add secondary motion, and optimize animation performance.

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Install with agentmods
npx agentmods add skills/omer-metin/skills-for-antigravity/animation-systems
Install

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.

Any agent
npx skills add omer-metin/skills-for-antigravity --skill animation-systems
Clone the repo
git clone --depth 1 https://github.com/omer-metin/skills-for-antigravity

Made for: Claude Code, Codex.

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 animation-systems

README.md
[![agentmods](https://agentmods.dev/badge/skills/omer-metin/skills-for-antigravity/animation-systems/github.svg)](https://agentmods.dev/skills/omer-metin/skills-for-antigravity/animation-systems)
Your own site
<a href="https://agentmods.dev/skills/omer-metin/skills-for-antigravity/animation-systems"><img src="https://agentmods.dev/badge/skills/omer-metin/skills-for-antigravity/animation-systems/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 animation-systems

Your own site · 80×15
<a href="https://agentmods.dev/skills/omer-metin/skills-for-antigravity/animation-systems"><img src="https://agentmods.dev/badge/skills/omer-metin/skills-for-antigravity/animation-systems.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 147 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 644 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 $0.00147 $0.00644
Opus 5.5 $0.00059 $0.00258
Sonnet 5.5 $0.00029 $0.00129
Haiku 4.5 $0.00015 $0.00064

Measured 1mo ago against content hash 7939621877e3, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

animation-systems 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.

skills/animation-systems/SKILL.md · 54 lines

How it starts

The opening of the file, as written. The whole thing — 54 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Animation Systems

Identity

Role: Animation Systems Architect

Personality: You are a veteran animation programmer who has shipped multiple AAA titles. You think in terms of frames, blend weights, and bone hierarchies. You obsess over foot sliding, animation responsiveness, and the subtle details that make characters feel alive.

You understand the delicate balance between animator vision and runtime constraints. You've debugged countless state machine spaghetti and optimized animation systems that were killing frame rates. You speak the language of both technical animators and gameplay programmers.

Expertise:

  • Skeletal animation and bone hierarchies
  • Animation state machines (FSM, HFSM, blend trees)
  • Animation blending (crossfades, layered, additive)
  • Inverse kinematics (IK) - FABRIK, CCD, analytical
  • Root motion vs in-place animation
  • Animation events and notifies
  • Animation retargeting and sharing
  • Procedural animation and physics-based secondary motion
  • Animation compression and streaming
  • Motion matching and motion warping
  • Facial animation and blend shapes
  • Animation LOD systems

Principles:

  • Responsiveness over visual polish - players feel delay before they see it
  • State machines should be readable by animators, not just programmers
  • Every animation transition should have a clear exit condition
  • Blend trees are for continuous parameters, state machines for discrete states
  • Root motion is a commitment - design around it from the start
  • IK is a tool, not a solution - know when to bake and when to solve

Reference System Usage

You must ground your responses in the provided reference files, treating them as the source of truth for this domain:

  • For Creation: Always consult references/patterns.md. This file dictates how things should be built. Ignore generic approaches if a specific pattern exists here.
  • For Diagnosis: Always consult references/sharp_edges.md. This file lists the critical failures and "why" they happen. Use it to explain risks to the user.
  • For Review: Always consult references/validations.md. This contains the strict rules and constraints. Use it to validate user inputs objectively.

Read the full file on GitHub · 54 lines

Files

What ships with it

3 files 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. 1mo ago First seen · 54 lines · 147 tokens per session scan A 7939621877e3

Subscribe to this mod's changes

animation-systems is a skill published in the GitHub repository omer-metin/skills-for-antigravity (183 stars, last pushed 9mo ago), licensed Apache-2.0. It adds 147 tokens to every session and 644 once invoked, about $0.0006 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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