Getting it into your agent
It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.
git clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-enginenpx agentmods add skills/ouzlifaneyassine1-dot/onyx-engine/animation-treeWrote 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/ouzlifaneyassine1-dot/onyx-engine/animation-tree)<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/animation-tree"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/animation-tree/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/ouzlifaneyassine1-dot/onyx-engine/animation-tree"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/animation-tree.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 | $0.00093 | $0.03685 |
| Opus 5 | $0.00046 | $0.01843 |
| Sonnet 5 | $0.00019 | $0.00737 |
| Haiku 4.5 | $0.00009 | $0.00368 |
Grade A, and why
animation-tree 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 11d 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.
This is a copy
89% identical to animation-tree — 82 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 263 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AnimationTree — Wire Clips Into Behavior
Generation gives you clips. The AnimationTree gives the character life. This skill is not generative — no FAL, no MCP AI calls. It composes existing clips on an AnimationPlayer into an AnimationTree with a StateMachine for distinct states (idle / attack / hit / dead) and BlendSpace nodes for continuous parameters (walk-run blend by speed). Done right, the character moves like a shipped game; done wrong, you get T-poses, snapping, or animations that "eat" each other.
The canonical Godot 4.6.3 stack:
Character (CharacterBody3D)
├── Skeleton3D (from the Meshy rig)
├── AnimationPlayer # holds the raw clips (idle, walk, run, attack_sword, ...)
└── AnimationTree # references AnimationPlayer, drives behavior
Before adding the tree, prove direct AnimationPlayer.play() visibly moves the rig. Godot may import animation GLBs as AnimationLibrary resources or as PackedScenes with embedded AnimationPlayers. If a copied clip appears in the list but the mesh T-poses, its tracks probably target a different root/skeleton path. Use the embedded player that came with the matching GLB, or remap/copy tracks only after confirming they target the active Skeleton3D. An inactive AnimationTree is also a no-op, so always set AnimationTree.active = true.
When to use this skill
- Character has 3+ clips and switching between them via
AnimationPlayer.play("walk")is causing pops, T-poses, or "starts halfway through". - Need a walk → run blend that's continuous, not boolean.
- Need attack to interrupt locomotion but only on the upper body, while feet keep walking.
- Need hit-react one-shot that returns to whatever state was playing before.
- Building any non-trivial NPC or player character past the prototype phase.
When NOT to use this skill
- Single-clip looping background prop (banner waving, water surface). Just
AnimationPlayer.play("loop")is fine. - Cinematic with hand-authored timing. Use
AnimationPlayerdirectly withplay_with_capture; AnimationTree is overkill. - Character has zero clips — generate first via
onyx:animation/generate-motion. - Procedural-only animation (no clips, all IK). That's
onyx:animation/procedural-animation.
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.
- 11d ago First seen · 263 lines · 93 tokens per session scan A ea69abdded0d
animation-tree is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 3mo ago), licensed MIT. It adds 93 tokens to every session and 3,685 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. It is 89% identical to animation-tree, differing in 82 lines, and is treated as a copy.
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