game-animation-frames

game-animation-frames is a skill for Claude Code from ourobx/agent-ebpf. It costs 99 tokens per session (1,077 once invoked), scanned A, original, MIT.

A guide for creating animated game art, such as movement cycles, action poses, effects, and sprite sheets. A sprite sheet is one image containing the separate frames used to animate a game object.

In plain words
What is it for?
Use it to plan animation cycles, generate frames from video, build sprite sheets, and check motion with loop and flip tests.
Why use it?
It helps avoid disconnected or unnatural poses by focusing on continuous motion and checking whether animations loop cleanly.

Skill for Claude Code

Written for Claude Code: user-invocable in frontmatter.

Good fit Use it to plan animation cycles, generate frames from video, build sprite sheets, and check motion with loop and flip tests.

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Install with agentmods
npx agentmods add skills/ourobx/agent-ebpf/game-animation-frames
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 ourobx/agent-ebpf --skill game-animation-frames
Clone the repo
git clone --depth 1 https://github.com/ourobx/agent-ebpf

Made for: Claude Code.

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 game-animation-frames

README.md
[![agentmods](https://agentmods.dev/badge/skills/ourobx/agent-ebpf/game-animation-frames/github.svg)](https://agentmods.dev/skills/ourobx/agent-ebpf/game-animation-frames)
Your own site
<a href="https://agentmods.dev/skills/ourobx/agent-ebpf/game-animation-frames"><img src="https://agentmods.dev/badge/skills/ourobx/agent-ebpf/game-animation-frames/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 game-animation-frames

Your own site · 80×15
<a href="https://agentmods.dev/skills/ourobx/agent-ebpf/game-animation-frames"><img src="https://agentmods.dev/badge/skills/ourobx/agent-ebpf/game-animation-frames.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 99 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,077 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 $0.00099 $0.01077
Opus 5.5 $0.00040 $0.00431
Sonnet 5.5 $0.00020 $0.00215
Haiku 4.5 $0.00010 $0.00108

Measured 1mo ago against content hash 3840f8166d87, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-animation-frames 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.

v2/.grok/skills/game-animation-frames/SKILL.md · 85 lines

How it starts

The opening of the file, as written. The whole thing — 85 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Animation Frames — video-first

The image generator draws poses; the VIDEO generator understands motion — leg alternation, arc continuity, cloth and fire dynamics come free because video must animate them. So don't ask the image model to imagine mid-motion poses: animate the base and harvest real frames.

App-builder execution (read first)

This skill is doctrine (motion laws, loop QC, when to use video). In the app-builder sandbox, do not run a freeform ffmpeg harvest or invent a random keyable #hex background.

Step Do this
Production sprites / fixed grids generate2dsprite — solid #FF00FF magenta sheets + chroma scripts
Denser locomotion from video video2dsprite — base still on #FF00FF → imagine_image_to_video → skill scripts (ffmpeg + chroma)
Keyable background Always #FF00FF when using either pipeline (required for chroma)
This skill Loop / flip-test / motion laws below — apply after the pipeline runs

Open .grok/skills/video2dsprite/SKILL.md or .grok/skills/generate2dsprite/SKILL.md and follow their workflows for generation and postprocess. Then apply the laws and flip test here before shipping frames into the game.

Default pipeline (intent)

  1. Base frame. Subject in neutral/starting pose, full style words, side / game-appropriate view, solid #FF00FF background (app-builder chroma key). game-asset-core defaults apply.
  2. Animate. imagine_image_to_video from the base: one clear motion, in place, static camera ("the knight walks in place, side view, camera locked", 6s). Keep the shot simple — one subject, one motion. Prefer running this through video2dsprite so harvest + chroma are consistent.
  3. Harvest + clean. Use video2dsprite scripts (not ad-hoc ffmpeg -i … fps=12 alone). Magenta flood-fill / despill lives there; do not re-key with a different flat #hex unless you leave the magenta pipeline entirely.
  4. Select. Pick frames that (a) capture the motion's distinct phases and (b) LOOP — the sequence's end must flow back into its start. Don't force a count: if the motion reads best with 8, 10, or 12 frames, deliver that many (more frames = smoother in-engine). For a cycle, select one full period using motion landmarks (foot contacts, wing extremes, flame peaks).
  5. Package. Deliver frames in play order (zero-padded names) and/or a sheet per game-asset-core rules (uniform cells, no dividers) — or the transparent strips/grids emitted by video2dsprite / generate2dsprite. State the intended fps.

Read the full file on GitHub · 85 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. 1mo ago First seen · 85 lines · 99 tokens per session scan A 3840f8166d87

Subscribe to this mod's changes

game-animation-frames is a skill published in the GitHub repository ourobx/agent-ebpf (1 stars, last pushed 1mo ago), licensed MIT. It adds 99 tokens to every session and 1,077 once invoked, about $0.0004 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 2026-09-04.

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