animation-systems

animation-systems is a skill for Claude Code from rondorkerin/gamestack. It costs 305 tokens per session (1,292 once invoked), scanned A, original, MIT.

A guide to designing systems that make game characters or objects move, from the skeleton and mesh connection to blended and physics-driven motion.

In plain words
What is it for?
Use it to plan rigs, skinning, inverse kinematics, animation state machines, blend spaces, motion matching, procedural motion, and animation compression.
Why use it?
It helps diagnose unnatural movement such as sliding feet, twisting meshes, sudden transitions, or controls that feel delayed. It also frames choices around memory and runtime cost.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the gamestack plugin — 26 skills shipped together

Good fit Use it to plan rigs, skinning, inverse kinematics, animation state machines, blend spaces, motion matching, procedural motion, and animation compression.

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

Made for: Claude Code.

Or install gamestack, the plugin that ships this one along with the rest of its 26 skills.

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 animation-systems

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/rondorkerin/gamestack/animation-systems"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/animation-systems.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 305 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,292 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 $0.00305 $0.01292
Opus 5 $0.00152 $0.00646
Sonnet 5 $0.00061 $0.00258
Haiku 4.5 $0.00030 $0.00129

Measured 9d ago against content hash 62f0112cd9bc, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

animation-systems 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.

plugins/gamestack/skills/animation-systems/SKILL.md · 43 lines

How it starts

The opening of the file, as written. The whole thing — 43 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Animation Systems

How to architect the motion system that makes a character or object move: the rig and skinning underneath, the blend/state machine/IK layer that composes authored motion, the procedural and physics-driven layer that makes it fit the world, the compression/cost model that ships it, and the timing decomposition that delivers correct anticipation and follow-through at scale.

Tier: technical craft (→ gamestack-core). Engine-agnostic motion-system architecture, the implementation layer under game-feel-and-juice's animation-timing principles.

When to use this

  • Speccing a character motion system: rig, skinning method, blend architecture, IK, procedural/physics motion
  • Choosing between authored state machines, blend spaces, and motion matching for a given motion space
  • Making generated characters/creatures move plausibly from a finite hand-authored clip+rig library
  • Diagnosing sliding/floating feet, a twisting mesh that pinches, popping or moonwalking blends, animation-locked controls, or a motion library over the memory budget

Scope

This skill owns the architecture of the motion system — rig, skinning, blending/state machines/IK, procedural and physics-driven motion, the compression/cost model, and the (anticipation, active, recovery) clip decomposition that delivers timing. Adjacent concerns live in sibling skills:

  • The design rules for animation timing — the player-vs-enemy anticipation inversion, follow-through as weight-without-recovery-cost, squash/stretch, the 12 principles, the responsiveness ceiling → game-feel-and-juice (this skill cites up to it and implements it)
  • Combat-specific application — telegraphing as fairness, hit-stop per damage tier, enemy/encounter feel → combat-design
  • Pose silhouette, readability, signal color → art-direction-and-readability
  • The rendering substrate for motion VFX (trails, dissolves, rim-light) → shaders-and-vfx
  • Generated content/narrative coherence (vs generated motion) → procedural-generation / procgen-review

Read the full file on GitHub · 43 lines

Files

What ships with it

2 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 · 43 lines · 305 tokens per session scan A 62f0112cd9bc

Subscribe to this mod's changes

animation-systems is a skill published in the GitHub repository rondorkerin/gamestack (27 stars, last pushed 2mo ago), licensed MIT. It adds 305 tokens to every session and 1,292 once invoked, about $0.0015 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.

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