animation-workflow

animation-workflow is a skill for Claude Code, Codex from TheArcForge/UniClaude. It costs 35 tokens per session (785 once invoked), scanned A, original, MIT.

A workflow guide for setting up character or object animation in the Unity Editor using MCP tools. An Animator Controller is the Unity setup that chooses animations and switches between them.

In plain words
What is it for?
Use it to create or edit Animator Controllers, add states and transitions, assign animation clips, configure import settings, and attach controllers to GameObjects.
Why use it?
It reduces setup mistakes and keeps the animation state machine, clips, parameters, transitions, and assigned GameObjects connected correctly.

Skill for Claude CodeCodex

Part of the uniclaude plugin — 11 skills shipped together

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.

agentmods
npx agentmods add skills/thearcforge/uniclaude/animation-workflow
Any agent
npx skills add TheArcForge/UniClaude --skill animation-workflow
Clone the repo
git clone --depth 1 https://github.com/TheArcForge/UniClaude

Made for: Claude Code, Codex.

Or install uniclaude, the plugin that ships this one along with the rest of its 11 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-workflow

README.md
[![agentmods](https://agentmods.dev/badge/skills/thearcforge/uniclaude/animation-workflow.svg)](https://agentmods.dev/skills/thearcforge/uniclaude/animation-workflow)
Your own site
<a href="https://agentmods.dev/skills/thearcforge/uniclaude/animation-workflow"><img src="https://agentmods.dev/badge/skills/thearcforge/uniclaude/animation-workflow.svg" alt="Measured on agentmods" 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 785 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00035 $0.00785
Opus 5 $0.00017 $0.00392
Sonnet 5 $0.00007 $0.00157
Haiku 4.5 $0.00003 $0.00078

Measured 3d ago against content hash 4730cc5def22, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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.

Sidecar~/skills/animation-workflow/SKILL.md · 90 lines

How it starts

The opening of the file, as written. The whole thing — 90 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Animation Workflow with MCP Tools

Efficient tool sequences for animation setup.

GOAL: Create an Animator Controller from Scratch

Approach:

  1. Create the controller with all parameters, states, and transitions in one call.
  2. Assign clips to states.
  3. Assign controller to GameObject.

Tool sequence:

  • animation_create_controller — single batch call creates the full state machine:
    • Parameters (bool, float, int, trigger)
    • States with motion clip references
    • Transitions with conditions
  • animation_assign_clip — assign AnimationClip assets to states (if not set during creation).
  • animation_assign_controller — apply controller to a GameObject (adds Animator if missing).

Common mistakes:

  • Creating empty controller then adding states one by one (inefficient — use the batch call).
  • Forgetting to set a default state (first state added is default).
  • Not creating parameters before referencing them in transition conditions.

GOAL: Edit an Existing Controller

Approach:

  1. Inspect current state.
  2. Batch add/remove operations.

Tool sequence:

  • animation_get_controller — inspect parameters, states, transitions, layers.
  • animation_edit_controller — batch modify: add/remove parameters, states, transitions.

Common mistakes:

  • Removing a state that other transitions reference (leaves dangling transitions).
  • Adding duplicate parameter names (will error).

GOAL: Configure Animation Clip Import Settings

When to use: Setting loop behavior, frame ranges on FBX/model animation clips.

Tool sequence:

  • asset_get_import_settings — read current clip settings on the model.
  • asset_set_clip_import_settings — set loopTime, loopPose, start/end frames per clip.

Common mistakes:

  • Setting loop on the wrong clip name (FBX can have multiple clips — check names first).
  • Forgetting that import setting changes require reimport (the tool handles this automatically).

GOAL: Set Up a Character with Animations

Full workflow example:

Read the full file on GitHub · 90 lines

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. 3d ago First seen · 90 lines · 35 tokens per session scan A 4730cc5def22

Subscribe to this mod's changes

animation-workflow is a skill published in the GitHub repository TheArcForge/UniClaude (51 stars, last pushed 3mo ago), licensed MIT. It adds 35 tokens to every session and 785 once invoked, about $0.0002 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.