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 ouzlifaneyassine1-dot/onyx-engine --skill generate-motiongit clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engineWrote 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/generate-motion)<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.
<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>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 | $0.00081 | $0.02505 |
| Opus 5 | $0.00041 | $0.01252 |
| Sonnet 5 | $0.00016 | $0.00501 |
| Haiku 4.5 | $0.00008 | $0.00250 |
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.
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.
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.
- 10d ago First seen · 151 lines · 81 tokens per session scan A f18ed4c5c730
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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