procedural-animation

procedural-animation is a skill for Claude Code from ouzlifaneyassine1-dot/onyx-engine. It costs 93 tokens per session (3,708 once invoked), scanned A, original, MIT.

A set of code patterns for changing a 3D character’s bones at runtime, on top of existing animation clips. It covers actions such as looking at someone, planting feet, holding objects, leaning, and reacting to hits.

In plain words
What is it for?
Use it when building Godot 4.6.3 characters with look-at behavior, foot placement, simple arm or leg IK, additive leaning, directional recoil, or death ragdolls.
Why use it?
It fills in character movements that fixed animation clips cannot adapt to, such as uneven ground or the direction of an impact. It also explains the limits of the available Godot tools for complex full-body contact.

Skill for Claude Code

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

Needs its repository: it reads a path above its own folder, which exists only inside the repository. The line is ik.target_node = NodePath("../IKTarget" + bone_name).

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

Good fit Use it when building Godot 4.6.3 characters with look-at behavior, foot placement, simple arm or leg IK, additive leaning, directional recoil, or death ragdolls.

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Install

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.

Clone the repo
git clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engine
agentmods
npx agentmods add skills/ouzlifaneyassine1-dot/onyx-engine/procedural-animation

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 procedural-animation

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/procedural-animation"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/procedural-animation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 93 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,708 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 $0.00093 $0.03708
Opus 5 $0.00046 $0.01854
Sonnet 5 $0.00019 $0.00742
Haiku 4.5 $0.00009 $0.00371

Measured 10d ago against content hash d7815d204a0f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

procedural-animation 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/procedural-animation/SKILL.md · 235 lines

How it starts

The opening of the file, as written. The whole thing — 235 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Procedural Animation — Bones Driven by Code

Generated clips give you 80% of a character. The remaining 20% — the eye contact when an NPC speaks, feet that plant on slopes, hands that wrap a sword grip, the lean into a sprint, the recoil from a hit on the left shoulder — is procedural. In Godot 4.6.3 this is done via the SkeletonModifier3D family attached to the Skeleton3D, plus tween-driven additive blend layers on the AnimationTree. None of it is generative; this skill is a recipe set.

Honest limit: Godot 4.6.3's IK is good enough for look-at, foot-snap, and simple two-bone arm/leg chains. It is NOT good enough for full-body IK with weight redistribution (a la UE5 Control Rig). For combat-grappling or contact-heavy interactions, hand-author the contact frame and accept some clipping.

When to use this skill

  • Feet clip into / float over uneven terrain.
  • NPC head doesn't track the player during conversation — feels dead-eyed.
  • Character's hand doesn't actually hold the sword — pen-through.
  • Body doesn't lean into turns / aiming.
  • Hit reactions need to come from the hit direction (recoil left when struck left), not just one canned animation.
  • Ragdoll on death.

When NOT to use this skill

  • The clip already covers it. Don't IK what mocap already nailed — adds CPU cost and rounding error.
  • The character is far from the camera (LOD2+). Procedural cost outpaces visual benefit. Disable modifiers past 15m.
  • You need facial animation. That's onyx:animation/facial-and-lipsync.
  • You haven't generated base clips yet. Skeleton modifiers compose ON TOP of clips; without a base pose they'll stack on T-pose and look wrong.

The three patterns

Almost every procedural request maps to one of these three. Pick the right one before writing code.

Pattern A — SkeletonModifier3D (post-clip bone overrides)

Attached as a child of Skeleton3D. Runs after the AnimationTree writes the pose, modifies specific bones in-place. Includes LookAtModifier3D, SkeletonIK3D (legacy, still supported), and the new (4.4+) LookAtModifier3D chain. Cheap, deterministic, no animation graph dependency.

Read the full file on GitHub · 235 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 · 235 lines · 93 tokens per session scan A d7815d204a0f

Subscribe to this mod's changes

procedural-animation is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 93 tokens to every session and 3,708 once invoked, about $0.0005 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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