animation

animation is a skill for Claude Code, Codex from vchelaru/FlatRedBall2. It costs 76 tokens per session (1,735 once invoked), scanned A, original, MIT.

A guide to making 2D sprite animations in FlatRedBall, a game-development framework. It covers animation sequences, image files, playback, timing, and per-frame collision shapes.

In plain words
What is it for?
Use it when adding or changing character and object animations, loading Aseprite or sprite-sheet artwork, setting loops and frame timing, or attaching hitboxes and hurtboxes to frames.
Why use it?
It removes the need to work out how FlatRedBall's animation files and runtime types fit together. It also helps avoid broken image paths and incorrectly configured animation playback.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

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/vchelaru/flatredball2/animation
Any agent
npx skills add vchelaru/FlatRedBall2 --skill animation
Clone the repo
git clone --depth 1 https://github.com/vchelaru/FlatRedBall2

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 animation

README.md
[![agentmods](https://agentmods.dev/badge/skills/vchelaru/flatredball2/animation.svg)](https://agentmods.dev/skills/vchelaru/flatredball2/animation)
Your own site
<a href="https://agentmods.dev/skills/vchelaru/flatredball2/animation"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/animation.svg" alt="Measured on agentmods" height="20"></a>
Per session 76 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,735 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 5.1 $0.00076 $0.01735
Opus 5 $0.00038 $0.00868
Sonnet 5 $0.00015 $0.00347
Haiku 4.5 $0.00008 $0.00173

Measured yesterday against content hash 7784a4606121, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

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 yesterday.

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.

frb-skills/animation/SKILL.md · 84 lines

How it starts

The opening of the file, as written. The whole thing — 84 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Sprite Animation in FlatRedBall2

Sprites animate via AnimationChain / AnimationChainList, driven automatically by Screen.Update — no per-frame call needed in game code.

Quick setup: adding animation content

  1. Create a folder in your *.Common project's Content directory (for example Content/Animations).
  2. Copy your source spritesheet PNG into that folder.
  3. Open Animation Editor and save a new .achx in the same folder as the PNG.
  4. Ensure your project copies these files to output (for example Content/Animations/** in .csproj; see references/platformer-template.md).

FileRelativeTextures in .achx expects relative texture paths, so keeping .achx and texture content together avoids broken lookups.

Runtime Types

  • AnimationFrame — texture + source rectangle (pixel coords) + flip flags + FrameLength (TimeSpan) + per-frame RelativeX/Y offsets + optional Shapes collection
  • AnimationChain : List<AnimationFrame> — named sequence; TotalLength = sum of FrameLengths
  • AnimationChainList : List<AnimationChain> — string indexer for lookup by name; the unit of "ownership" for per-frame shapes (see Topics)

Standalone AnimationChain.MonoGame/.Common Package

The types above live in FlatRedBall2.Animation and back Sprite.PlayAnimation. A separate generic package (namespaces FlatRedBall.AnimationChain / FlatRedBall2.AnimationEditorCommon) — AnimationChainList<TFrame>, AnimationPlayer<TFrame>, AchxLoader (src/AnimationChain.MonoGame/AchxLoader.cs) — is for raw MonoGame projects with no FRB2 Screen/Sprite. Same names, different (generic) shape — don't conflate the two; see samples/AnimationChainSample.

Sprite Playback API

Member Default Notes
AnimationChains null Assign before PlayAnimation; without a parent entity, RelativeX/Y and per-frame shapes don't behave usefully
PlayAnimation(string name) Looks up by name; no-op if not found
PlayAnimation(AnimationChain chain) Play a specific chain directly
Animate false Auto-managed. Do not write to express idle state — see Gotchas
IsLooping true false for one-shot
AnimationSpeed 1f Multiplier
CurrentAnimation Read-only; returns the active chain
AnimationFinished Fires when a non-looping animation ends

Read the full file on GitHub · 84 lines

Files

What ships with it

5 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. yesterday First seen · 84 lines · 76 tokens per session scan A 7784a4606121

Subscribe to this mod's changes

animation is a skill published in the GitHub repository vchelaru/FlatRedBall2 (14 stars, last pushed today), licensed MIT. It adds 76 tokens to every session and 1,735 once invoked, about $0.0004 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 2026-09-04.

Related

Other skills, from other repositories

gameobject-component-destroy

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.

IvanMurzak/Unity-MCP · 49 tokens

unity-version-split

Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).

IvanMurzak/Unity-MCP · 59 tokens

playtest-report

Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.

Donchitos/Claude-Code-Game-Studios · 35 tokens

unity-manual-component

Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.

Besty0728/Unity-Skills · 36 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

threejs-exposure-color-grading

Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

scottstts/Threejs-Awesome-Graphics-Agent-Skills · 60 tokens