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 agentmods add skills/thearcforge/hades/animation-workflownpx skills add TheArcForge/Hades --skill animation-workflowgit clone --depth 1 https://github.com/TheArcForge/HadesWrote 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/thearcforge/hades/animation-workflow)<a href="https://agentmods.dev/skills/thearcforge/hades/animation-workflow"><img src="https://agentmods.dev/badge/skills/thearcforge/hades/animation-workflow.svg" alt="Measured on agentmods" 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 | $0.00025 | $0.05143 |
| Opus 5 | $0.00013 | $0.02572 |
| Sonnet 5 | $0.00005 | $0.01029 |
| Haiku 4.5 | $0.00003 | $0.00514 |
Grade A, and why
animation-workflow 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 3d 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 — 594 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Animation Workflow
Procedural guide for setting up Unity animation systems. Covers Animator Controller authoring, state machine design, blend tree configuration, animation events, and Avatar/humanoid rigging — all via the UnityEditor.Animations API and the Unity Animator runtime.
When to Apply
Activate when the task involves:
- Creating or editing an Animator Controller asset
- Defining animation states, transitions, and parameters
- Setting up blend trees (1D, 2D Freeform, 2D Cartesian)
- Configuring animation events that call MonoBehaviour methods
- Setting up Avatar definitions for humanoid characters
- Adding animation layers for body part isolation (upper body, additive)
- Writing editor utilities to scaffold a standard controller from code
Do NOT activate for clip authoring or rigging in a 3D DCC tool (Blender, Maya) — that work happens outside Unity. Return here once imported clips need to be wired into a controller.
Project Context Check
Before creating or modifying any animation asset:
-
Inventory existing animation assets:
- Call
search_by_name("*.controller")to find all Animator Controllers — avoid creating a duplicate for a character that already has one - Call
search_by_name("*.anim")to see which animation clips are already imported and available - Call
graph_query(edgeKind: "references", edgeTargetNamePattern: "Animator", edgeTargetKind: "Class")to identify which GameObjects/prefabs have an Animator component — this surfaces the characters and props that need controllers wired up - Call
recall_memory("animation workflow conventions")to surface documented team conventions (layer naming, parameter naming, state naming, root motion policy)
- Call
-
Adapt work based on findings:
- If a controller already exists for the target character → open and extend it; do not create a parallel asset
- If memory documents a parameter naming convention (e.g.
Speed,IsGrounded,AttackTrigger) → follow it exactly so gameplay code that sets those parameters keeps working - If root motion is disabled project-wide → do not enable Apply Root Motion without discussing with the user
- After establishing a new controller pattern, call
propose_memory_updateto record the state machine structure
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.
- 3d ago First seen · 594 lines · 25 tokens per session scan A d8e958d8b7a5
animation-workflow is a skill published in the GitHub repository TheArcForge/Hades (27 stars, last pushed 7d ago), licensed MIT. It adds 25 tokens to every session and 5,143 once invoked, about $0.0001 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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