motion

motion is a skill for Claude Code, Codex from OpenDCAI/GameFactory-3A. It costs 0 tokens per session (7,437 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.

Good fit It helps generate a rig, add motion, retarget animation to the character, produce mapping data, and prepare an engine-ready skeletal asset.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/opendcai/gamefactory-3a/motion
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 OpenDCAI/GameFactory-3A --skill motion
Clone the repo
git clone --depth 1 https://github.com/OpenDCAI/GameFactory-3A

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/github.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/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 motion

Your own site · 80×15
<a href="https://agentmods.dev/skills/opendcai/gamefactory-3a/motion"><img src="https://agentmods.dev/badge/skills/opendcai/gamefactory-3a/motion.svg" alt="Reviewed on agentmods" width="80" 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 7,437 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.07437
Opus 5.5 $0.00000 $0.02975
Sonnet 5.5 $0.00000 $0.01487
Haiku 4.5 $0.00000 $0.00744

Measured 20d ago against content hash 83058e42f541, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, 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 20d 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 · 614 lines

How it starts

The opening of the file, as written. The whole thing — 614 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Motion Generation

Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.

Replace <...> path placeholders with actual paths; <repo_path> denotes the repository root.

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/.

Prefer Vibe Motion functions

Use <repo_path>/operators/gen_motion/funcs/vibe_motion_utils/ first; fall back to Mixamo, MoMask or Tripo only when the topology/action is unsupported or fails QA.

  1. Supply explicit joint-position trajectories, named rhythm events, a rest skeleton and IK constraints. Adjust this program before choosing another source.
  2. Check bone lengths, ground penetration, contact speed, IK residuals and skin weights; replay the result on the target mesh. Fix reproducible function bugs in vibe_motion_utils and rerun through GenMotionOperator.
  3. If the topology/action is unsupported or the result still fails QA, use Mixamo/local mocap or direct generation (MoMask/Tripo). Record the fallback reason, parameters and source/licence. Do not silently replace the requested motion with another preset.

Entry points and scope

Function Use
skeleton.fit_skeleton(mesh, config=...) Fit a rig using complete, explicit fitting settings
skinning.skin_mesh(mesh, rig, config=...) Generate weights using explicit kernel, bone convention and smoothing settings
motion.build_plan(skeleton, rhythm=..., program=...) Validate a complete trajectory program and bind named joint chains
motion.generate_clip(plan) Sample positions and solve joint motion through IK
generate_vibe_motion(config=..., mesh=...) Produce BVH, joints, targets, residuals and optional rig/skin/GLB artifacts

Read the full file on GitHub · 614 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. 20d ago Changed · +135 lines 83058e42f541
  2. 1mo ago Changed · +29 lines bc54611574c8
  3. 1mo 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 (928 stars, last pushed 5d ago), licensed Apache-2.0. It costs nothing until one of its globs matches a file; then it loads 7,437 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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