configure-animation

configure-animation is a skill for Claude Code, Codex from playcanvas/create-playcanvas. It costs 59 tokens per session (539 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 59 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 539 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 $0.00059 $0.00539
Opus 5 $0.00030 $0.00269
Sonnet 5 $0.00012 $0.00108
Haiku 4.5 $0.00006 $0.00054

Measured 9d ago against content hash cec5a4617e44, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, 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 9d 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 · 51 lines

How it starts

The opening of the file, as written. The whole thing — 51 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Animation setup

Use the inspect-glb skill first. Never guess clip or joint names.

Choose the smallest playback model

  • Use the selected authoring surface's simple playback path for a single clip.
  • Use an AnimStateGraph for locomotion blending, transitions, or event-driven actions.
  • Adapt the official animation examples with the find-examples skill instead of writing a state graph from memory.

Keep blend inputs valid

Clamp every 1D blend parameter to the first and last child points before updating it. PlayCanvas does not clamp values outside that span: every child can receive zero weight and synchronized clips can receive non-finite speeds, freezing the pose. Exercise the first, interior, and last blend points with real gameplay input.

Retarget only compatible rigs

For each source animationTargets entry, remove its final .translation, .rotation, .scale, or .weights suffix and match the remaining path against the destination's nodePaths. The top-level model root may differ; the remaining parent chain must match. Equal joint counts or similar bone names are insufficient. Confirm the result in the running app as the apply-conventions skill describes; frozen, partial, or exploded motion means the rigs are incompatible.

Prove playback

An assigned clip, active state, or advancing state time does not prove that the skeleton is moving. For clips expected to move, sample the local position or rotation of two non-root joints over several rendered frames. Require a finite animation speed, active-state time, and progress, and confirm pose changes at idle and at both ends of each blend tree. Zero joint motion indicates a binding, playback, or blend-weight failure even when reported state names look correct.

Diagnose failures

  • A T-pose usually means no clip was assigned, target paths differ, or animation is attached outside the rendered hierarchy.
  • Put scale on a model wrapper, not skinned bones.
  • Match playback rate to real movement speed when visible foot sliding matters.

Read the full file on GitHub · 51 lines

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. 9d 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 (53 stars, last pushed today), licensed MIT. It adds 59 tokens to every session and 539 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 2026-08-30.