configure-animation

configure-animation is a skill for Claude Code, Codex from playcanvas/create-playcanvas. It costs 35 tokens per session (376 once invoked), scanned A, original, MIT.

A setup and troubleshooting guide for playing, blending, and retargeting GLB animation clips in PlayCanvas Engine, React, or Web Components. GLB is a 3D model file format that can contain animations.

In plain words
What is it for?
Use it to inspect animation and joint names, connect clips to a rendered model, set up simple playback or movement blending, and check whether two character rigs are compatible.
Why use it?
It helps prevent common animation failures such as a frozen model, a T-pose, invalid blending, or clips attached to the wrong joints.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to inspect animation and joint names, connect clips to a rendered model, set up simple playback or movement blending, and check whether two character rigs are compatible.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/playcanvas/create-playcanvas/configure-animation
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 playcanvas/create-playcanvas --skill configure-animation
Clone the repo
git clone --depth 1 https://github.com/playcanvas/create-playcanvas

Made for: Claude Code, Codex.

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 configure-animation

README.md
[![agentmods](https://agentmods.dev/badge/skills/playcanvas/create-playcanvas/configure-animation/github.svg)](https://agentmods.dev/skills/playcanvas/create-playcanvas/configure-animation)
Your own site
<a href="https://agentmods.dev/skills/playcanvas/create-playcanvas/configure-animation"><img src="https://agentmods.dev/badge/skills/playcanvas/create-playcanvas/configure-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 configure-animation

Your own site · 80×15
<a href="https://agentmods.dev/skills/playcanvas/create-playcanvas/configure-animation"><img src="https://agentmods.dev/badge/skills/playcanvas/create-playcanvas/configure-animation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 35 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 376 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00035 $0.00376
Opus 5.5 $0.00014 $0.00150
Sonnet 5.5 $0.00007 $0.00075
Haiku 4.5 $0.00003 $0.00038

Measured 23d ago against content hash 28450de0d4bc, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

configure-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 23d 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/configure-animation/SKILL.md · 35 lines

What it actually says

Animation setup

Get clip and joint names from inspect-glb; never guess them.

  • For one clip, use the surface's simple playback path. For blending, transitions, or events, adapt an AnimStateGraph from an official animation example with find-examples.
  • Put the anim component on or above the rendered skinned hierarchy, not on a separate pivot.
  • Clamp every 1D blend parameter to its first and last child points. The Engine does not; values outside the span zero every weight and can make synced speeds non-finite, freezing the pose.
  • Retarget only when each source animationTargets path, minus its .translation, .rotation, .scale, or .weights suffix, matches a destination nodePaths entry below the model root. Equal joint counts or similar names are not enough.
  • Scale a wrapper, never skinned bones.

Prove playback

An active state or advancing state time does not prove motion. Sample two non-root joints over several rendered frames (inspect-runtime) at idle and at both ends of each blend tree. Zero joint motion means a binding, playback, or blend-weight failure.

Diagnose

  • T-pose: no clip assigned, target paths differ, or the anim component sits outside the rendered hierarchy.
  • Frozen pose: an unclamped blend input or a non-finite speed.
  • Partial or exploded motion: incompatible rigs.

Read only the reference matching the code: direct Engine, React, or Web Components.

Files

What ships with it

3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 23d ago Changed 28450de0d4bc
  2. 24d ago Changed · -16 lines · -24 tokens per session 1eb688449150
  3. 1mo ago First seen · 51 lines · 59 tokens per session scan A cec5a4617e44

Subscribe to this mod's changes

configure-animation is a skill published in the GitHub repository playcanvas/create-playcanvas (61 stars, last pushed today), licensed MIT. It adds 35 tokens to every session and 376 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-08-30.

Related

Other skills, from other repositories

playtest-report

Structured playtest report template, or turn existing playtest notes into structured feedback.

Donchitos/Claude-Code-Game-Studios · 20 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

motion

Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.

OpenDCAI/GameFactory-3A · 0 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

threejs-exposure-color-grading

Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

scottstts/Threejs-Awesome-Graphics-Agent-Skills · 60 tokens

unity-manual-component

Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.

Besty0728/Unity-Skills · 36 tokens