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 retargetgit 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/retarget)<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.
<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>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 | $0.00062 | $0.02757 |
| Opus 5 | $0.00031 | $0.01378 |
| Sonnet 5 | $0.00012 | $0.00551 |
| Haiku 4.5 | $0.00006 | $0.00276 |
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.
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-motionto regenerate, or toonyx:asset-pipeline/asset-strategyto 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-treeand theonyx:animation/procedural-animationadditive 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.
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 · 173 lines · 62 tokens per session scan A f940de06a8ab
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.
Other skills, from other repositories
generate-motion
Use when the user needs an animation clip on a rigged character — idle/walk/run/attack from the curated Meshy library. Picks the right curated motion, attaches the resulting clip to an AnimationPlayer. Trigger on "animation", "animate", "idle", "walk", "run", "attack animation", "motion", "mocap", "dance", "death…
auto-rig
Make a 3D model animation-ready — add a humanoid skeleton and skin weights to an existing GLB, or generate a rigged avatar from text/images in one call. Use when you or the user want to rig a mesh, auto-rig a GLB, make a model animatable, get a character that plays idle/walk animations, or go from prompt straight to a…
pipeline-automation
Automate 3D asset pipelines, including batch optimization, material baking, and exports for platforms like Unity and VRChat.
meshy-3d-generation
Generate 3D models, textures, images, rig characters, and animate them using the Meshy AI API. Handles API key detection, setup, and all generation workflows via direct HTTP calls. Use when the user asks to create 3D models, convert text/images to 3D, texture models, rig or animate characters, or interact with the…
meshy-3d-agent
Generate 3D models, textures, images, rig characters, animate them, and prepare for 3D printing using the Meshy AI API. Handles API key detection, task creation, polling, downloading, and full 3D print pipeline with slicer integration. Use when the user asks to create 3D models, convert text/images to 3D, texture…
spine-animation
Create Spine 2D skeletal animations from pre-existing character assets (separated body-part PNGs, atlas spritesheet, or a full character image). Use this skill whenever the user wants to animate a 2D character, create Spine JSON from existing art assets, rig a character with bones, build walk/idle/run/attack…