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 ourobx/agent-ebpf --skill game-animation-framesgit clone --depth 1 https://github.com/ourobx/agent-ebpfWrote 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/ourobx/agent-ebpf/game-animation-frames)<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.
<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>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 | $0.00099 | $0.01077 |
| Opus 5.5 | $0.00040 | $0.00431 |
| Sonnet 5.5 | $0.00020 | $0.00215 |
| Haiku 4.5 | $0.00010 | $0.00108 |
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.
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)
- Base frame. Subject in neutral/starting pose, full style words, side /
game-appropriate view, solid
#FF00FFbackground (app-builder chroma key). game-asset-core defaults apply. - Animate.
imagine_image_to_videofrom 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 throughvideo2dspriteso harvest + chroma are consistent. - Harvest + clean. Use
video2dspritescripts (not ad-hocffmpeg -i … fps=12alone). Magenta flood-fill / despill lives there; do not re-key with a different flat#hexunless you leave the magenta pipeline entirely. - 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).
- 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.
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 · 85 lines · 99 tokens per session scan A 3840f8166d87
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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