retarget

retarget is a skill for Claude Code from ouzlifaneyassine1-dot/onyx-engine. It costs 62 tokens per session (2,757 once invoked), scanned A, original, MIT.

An animation tool for applying an existing motion clip from one rigged humanoid character to another. Both characters must be rigged by Meshy, a 3D asset service.

In plain words
What is it for?
Reusing animation clips across enemies, non-player characters, or other Meshy-rigged humanoids while keeping timing and root movement. It cannot be used when the source or target is not a Meshy-rigged humanoid.
Why use it?
It avoids generating the same walk, attack, or idle animation separately for every character, saving repeated work when models share a motion library.

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 Reusing animation clips across enemies, non-player characters, or other Meshy-rigged humanoids while keeping timing and root movement. It cannot be used when the source or target is not a Meshy-rigged humanoid.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ouzlifaneyassine1-dot/onyx-engine/retarget
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 retarget
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 retarget

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/retarget"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/retarget.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 62 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,757 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 $0.00062 $0.02757
Opus 5 $0.00031 $0.01378
Sonnet 5 $0.00012 $0.00551
Haiku 4.5 $0.00006 $0.00276

Measured 11d ago against content hash f940de06a8ab, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

retarget 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.

skills/animation/retarget/SKILL.md · 173 lines

How it starts

The opening of the file, as written. The whole thing — 173 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Retarget Motion — One Library, Many Characters

Generating a "run" clip costs ~$0.10 and 30s. If you have ten enemies, regenerating ten runs is ten generations of wasted money and clock time when one Meshy retarget call would cost ~$0.05 and take ~10s. Retarget is the right answer the moment a project has more than one rigged humanoid character.

The Meshy retarget pipeline takes a source animationAssetId and a target rigAssetId, both of which must be Meshy-rigged humanoids. It re-projects the animation onto the target's bone hierarchy, preserves timing and root motion, and emits a new animationAssetId against the target rig. The source clip is unchanged.

When to use this skill

  • "I bought (or generated) one animation library — apply all clips to my five enemies."
  • "Goblin and orc have the same combat moves — share the library."
  • "I have 30 NPCs with the same idle / walk / talk loop."
  • The user generated motion on character A and now needs it on character B.

When NOT to use this skill

  • Source and target are not both Meshy-rigged humanoids — retarget will fail. Route to onyx:animation/generate-motion to regenerate, or to onyx:asset-pipeline/asset-strategy to re-rig.
  • Target is a quadruped or non-humanoid (wings-only, mech, blob). Meshy retarget is humanoid-skeleton-locked. Hand-author or regenerate.
  • The user wants ONE new clip on ONE character — just call onyx:animation/generate-motion. Retarget is for fan-out.
  • The user wants to retime, edit, or layer the animation — that's onyx:animation/animation-tree and the onyx:animation/procedural-animation additive layers.

The compatibility check (do this BEFORE calling retarget)

The dominant failure mode is retargeting between rigs that look humanoid but have different bone counts, names, or hierarchies. Meshy auto-rigs use a fixed 52-bone humanoid skeleton — every Meshy rig is interchangeable. Mixamo / VRoid / hand-rigged FBX imports are NOT — even if they're "humanoid", the bone names differ and the retarget call rejects them.

Read the full file on GitHub · 173 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. 11d ago First seen · 173 lines · 62 tokens per session scan A f940de06a8ab

Subscribe to this mod's changes

retarget is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 3mo ago), licensed MIT. It adds 62 tokens to every session and 2,757 once invoked, about $0.0003 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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