motion

motion is a skill for Claude Code, Codex from OpenDCAI/GameFactory-3A. It costs 0 tokens per session (4,783 once invoked), scanned A, original, Apache-2.0.

A workflow for turning a character model into an animated FBX file that can be imported into Blender or Unreal Engine 5.

In plain words
What is it for?
It helps generate a rig, add motion, retarget animation to the character, produce mapping data, and prepare an engine-ready skeletal asset.
Why use it?
It organizes rigging, motion creation, retargeting, and import checks across different character skeletons and file formats.

Skill for Claude CodeCodex

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

Not installable on its own: it runs a file from its repository that does not travel with it. Clone the repository, or install whatever ships that file. The line is python pipeline/assets_gen/gen_motion/run.py \.

Install

Getting it into your agent

There is no command for this one: it runs only inside a plugin, and the catalogue could not identify which plugin ships it. The source is linked below.

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 motion

README.md
[![agentmods](https://agentmods.dev/badge/skills/opendcai/gamefactory-3a/motion.svg)](https://agentmods.dev/skills/opendcai/gamefactory-3a/motion)
Your own site
<a href="https://agentmods.dev/skills/opendcai/gamefactory-3a/motion"><img src="https://agentmods.dev/badge/skills/opendcai/gamefactory-3a/motion.svg" alt="Measured on agentmods" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,783 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00000 $0.04783
Opus 5 $0.00000 $0.02391
Sonnet 5 $0.00000 $0.00957
Haiku 4.5 $0.00000 $0.00478

Measured 6d ago against content hash 1eab198a3434, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

motion 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 6d 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.

agent_skills/asset_qa/motion/SKILL.md · 450 lines

How it starts

The opening of the file, as written. The whole thing — 450 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Motion Generation Skills

How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.

Motion assets are a special category: many clip / mesh / engine formats, per-character skeletons, and unit conventions that static-mesh QA does not cover. Prefer the gen_motion operator first; when a format or retarget edge case is outside what the operator already handles, the agent may edit the retarget code (<REPO_PATH>/operators/gen_motion/funcs/retarget_utils/ and related steps) rather than inventing a one-off workaround outside the pipeline.

This skill covers the whole motion chain in 3AGameFactory:

character mesh (.glb/.obj/…)
        │
        ▼
   rig  (Puppeteer)          →  rig.txt + skeleton.txt + mesh.obj
        │
        ▼
   motion (MoMask | Mixamo | …) →  motion.bvh / source.fbx
        │
        ▼
   retarget (world-delta)    →  retargeted.fbx + animation.fbx + mapping.json
        │
        ▼
   import (Blender / UE5)    →  engine-ready skeletal asset

Entry point: <REPO_PATH>/pipeline/assets_gen/gen_motion/run.py. Operator: <REPO_PATH>/operators/gen_motion/operator.py. Code the agent should read before changing anything: this file, then the module docstrings under <REPO_PATH>/operators/gen_motion/funcs/.

Get the clip by download first

Text-to-motion generation quality and controllability are not good enough yet. MoMask produces a plausible-looking clip from a sentence, but you cannot reliably control timing, style, exact limb trajectories, foot contact, or how the clip loops — and re-prompting rarely converges on what the plan asked for.

So for any real game deliverable, download a clip first and prefer Mixamo:

  1. Mixamo — the default source. Broad, consistent, game-oriented humanoid library on one skeleton (mixamorig:*), so SOURCE_SKELETONS already knows it and retargeting is predictable. It is login-gated, so download by hand: FBX Binary, Skin = Without Skin, then use task_type=retarget with motion_source=mixamo and global_scale=0.01 (centimetres).
  2. Other libraries — MoCap Online, CMU BVH, or a local clip, per Motion sources. Check each licence; Bandai-Namco is research-only.
  3. MoMask text-to-motion — use it when no downloadable clip fits, when the motion is unusual enough that no library has it, or for a quick placeholder while the game is being assembled. Say that it is the generated route, and expect to review it harder.

Read the full file on GitHub · 450 lines

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. 6d ago First seen · 450 lines · 0 tokens per session scan A 1eab198a3434

Subscribe to this mod's changes

motion is a skill published in the GitHub repository OpenDCAI/GameFactory-3A (360 stars, last pushed yesterday), licensed Apache-2.0. It costs nothing until one of its globs matches a file; then it loads 4,783 tokens. 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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