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 omer-metin/skills-for-antigravity --skill animation-systemsgit clone --depth 1 https://github.com/omer-metin/skills-for-antigravityWrote 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/omer-metin/skills-for-antigravity/animation-systems)<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.
<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>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 | $0.00147 | $0.00644 |
| Opus 5.5 | $0.00059 | $0.00258 |
| Sonnet 5.5 | $0.00029 | $0.00129 |
| Haiku 4.5 | $0.00015 | $0.00064 |
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.
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.
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.
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 · 54 lines · 147 tokens per session scan A 7939621877e3
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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