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 TamerinTECH/claude-skill-klingai-animation --skill skillgit clone --depth 1 https://github.com/TamerinTECH/claude-skill-klingai-animationWrote 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/tamerintech/claude-skill-klingai-animation/skill)<a href="https://agentmods.dev/skills/tamerintech/claude-skill-klingai-animation/skill"><img src="https://agentmods.dev/badge/skills/tamerintech/claude-skill-klingai-animation/skill/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/tamerintech/claude-skill-klingai-animation/skill"><img src="https://agentmods.dev/badge/skills/tamerintech/claude-skill-klingai-animation/skill.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 | $0.00059 | $0.02523 |
| Opus 5 | $0.00030 | $0.01262 |
| Sonnet 5 | $0.00012 | $0.00505 |
| Haiku 4.5 | $0.00006 | $0.00252 |
Grade A, and why
animate-character 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 10d 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 — 187 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Animate Character — Image to Sprite Sheet Pipeline
This skill takes a source character image and an animation description, generates an animated video, then converts the video into an optimized sprite sheet ready for web use.
Two video-generation backends are supported:
- Kling direct API — JWT auth, requires
KLING_ACCESS_KEY+KLING_SECRET_KEYenv vars. - Higgsfield CLI — handles auth internally (one-time
higgsfield auth login). Routes through Kling 3.0 by default but exposes 15+ other models (Seedance, Veo, Wan, Hailuo, …) via a single flag.
The dispatcher (scripts/generate.mjs) auto-detects which one to use, or the user can force a choice with --provider=kling or --provider=higgsfield.
Prerequisites
At least one of the two backends must be available:
Option A — Kling direct API:
KLING_ACCESS_KEYandKLING_SECRET_KEYenv vars set.- Get credentials from https://app.klingai.com/global/dev
Option B — Higgsfield CLI:
higgsfieldCLI installed and on PATH (npm install -g @higgsfield-ai/clior via the skills repo).- One-time
higgsfield auth login. - Verify with
higgsfield model list --json.
ffmpeg must also be installed (verify with ffmpeg -version).
If the user has neither configured, ask which one they'd like to use and walk them through setup. If they have both, default to Kling direct unless they specifically asked for Higgsfield.
Workflow
Step 0: Resolve the Source Image
The user may provide the image in different ways. Handle ALL of these:
-
Path as argument —
$ARGUMENTS[0]contains a file path (e.g.,./character.png). Verify the file exists, then read it. -
Image attached / drag-and-dropped — The user dragged an image file into Claude Code. The image is visible in the conversation but
$ARGUMENTS[0]may not be a valid path. In this case:- You can already see the image visually — use it for analysis in Step 1.
- You still need the file path on disk for the generation script. Check if the attachment metadata includes the original path.
- If you cannot determine the path, ask the user: "I can see your character image. Where is the file located on disk? (e.g.,
./demo/fox.png)"
What ships with it
6 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.
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.
- 10d ago First seen · 187 lines · 59 tokens per session scan A ca7130c4575d
animate-character is a skill published in the GitHub repository TamerinTECH/claude-skill-klingai-animation (10 stars, last pushed 4mo ago), licensed MIT. It adds 59 tokens to every session and 2,523 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
asset-gen
Generate visual assets from text prompts: PNG images (Gemini / xAI Grok), GLB 3D models (Tripo3D), rigged biped characters, retargeted animations, and frame-by-frame animated sprites, plus background removal. Use whenever a game needs generated art.
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.
motiscope-recreate
Recreate an analyzed animation as working web code — GSAP (JavaScript), CSS/Web Animations, Framer Motion (React), or Lottie/SVG. Use after motiscope-analyze, or when the user asks to "build/recreate this animation in ". Reads the motiscope animation spec and emits a runnable component.
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…