generate-motion

generate-motion is a skill for Claude Code from ouzlifaneyassine1-dot/onyx-engine. It costs 81 tokens per session (2,505 once invoked), scanned A, original, MIT.

A way to add a ready-made animation clip to a rigged humanoid character. A rig is the hidden structure that lets a 3D model move; the available clips include actions such as idle, walking, running, and sword attacks.

In plain words
What is it for?
Use it to add standard movement, attack, dance, or death animations to a Meshy-rigged character.
Why use it?
It avoids making common character movements by hand when the character already has the required Meshy rig.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: positional $N argument; mentions Claude Code; mentions Codex.

Part of the onyx plugin — 77 skills, 1 command, 2 hooks, 1 MCP server shipped together

Good fit Use it to add standard movement, attack, dance, or death animations to a Meshy-rigged character.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ouzlifaneyassine1-dot/onyx-engine/generate-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 ouzlifaneyassine1-dot/onyx-engine --skill generate-motion
Clone the repo
git clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engine

Made for: Claude Code.

Or install onyx, the plugin that ships this one along with the rest of its 77 skills, 1 command, 2 hooks, 1 MCP server.

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 generate-motion

README.md
[![agentmods](https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/generate-motion/github.svg)](https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/generate-motion)
Your own site
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/generate-motion"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/generate-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 generate-motion

Your own site · 80×15
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/generate-motion"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/generate-motion.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 81 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,505 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 $0.00081 $0.02505
Opus 5 $0.00041 $0.01252
Sonnet 5 $0.00016 $0.00501
Haiku 4.5 $0.00008 $0.00250

Measured 10d ago against content hash f18ed4c5c730, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

generate-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 10d 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.

skills/animation/generate-motion/SKILL.md · 151 lines

How it starts

The opening of the file, as written. The whole thing — 151 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Generate Motion — Curated Meshy Library

Picks a clip from a curated mocap library by name (idle, walk, run, attack_sword, ~70 standard names) and wires it onto a Meshy-rigged humanoid. Fast (30s) and cheap ($0.10) and looks great because it's real mocap.

The target must be a Meshy-rigged humanoid — a rigAssetId from a prior onyx_generate_3d({ kind: "image-to-3d", imageUrl: "...", options: { rig: true } }) call. The result job includes rigAssetId. If the user points at a non-rigged mesh, stop and route to onyx:asset-pipeline/asset-strategy (or directly call onyx_generate_3d with options.rig: true) before generating motion.

Custom prompt-driven motion (e.g. "drops to one knee, draws bow") is on the roadmap but not shipped yet. For one-off signature moves not on the curated list, fall back to hand-authoring in the Godot editor or importing from Mixamo. See the Edge cases section.

Web Chat / Public Orchestrator Equivalent

In PublicOnyxEngine chat, the equivalent direct tools are:

rigModel({ modelAssetId })
generateAnimation({ rigAssetId, animationName })
meshyJobStatus({ jobId })

If the character came from createCharacter, it may already be rigged and have metadata.meshyRigTaskId; generate animations directly against that rig asset. Verified animation names from the recovered production flow are idle, walk, run, jump, and attack. fall returned invalid_animation, so do not present it as a default.

Before generating clips in PublicOnyxEngine chat, confirm the rig asset listing/status exposes hasMeshyRigTask or animationsReady:true. If generateAnimation returns animations_preparing, wait, poll/list the rig again, and retry; this is the post-rig setup catching up, not a reason to send the user to Studio.

After animation jobs complete, import the rig plus child animation assets together and wire them through import-character. Do not hand off to Studio unless the user asked for Studio/manual control or the direct chat tools fail.

Read the full file on GitHub · 151 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. 10d ago First seen · 151 lines · 81 tokens per session scan A f18ed4c5c730

Subscribe to this mod's changes

generate-motion is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 81 tokens to every session and 2,505 once invoked, about $0.0004 per session on Opus 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 2026-08-31.

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