FlatRedBall2: Skill for Claude Code

.claude/skills/animation-editor-screenshots/SKILL.md

animation-editor-screenshots is a skill for Claude Code from vchelaru/FlatRedBall2. It costs 59 tokens per session (2,244 once invoked), scanned A, original, MIT.

A headless screenshot tool for capturing the Animation Editor interface as PNG images. It is for documentation illustrations, not for checking whether the editor works correctly.

In plain words
What is it for?
Capture screens showing editor features such as timing, offsets, and collision settings. Use it when preparing documentation pages with images of the interface.
Why use it?
It keeps documentation screenshots separate from behavior tests, so test projects do not become responsible for producing real pixels. This avoids confusing visual capture with correctness testing.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

This is vchelaru/FlatRedBall2's own configuration. It tells Claude Code how to work on FlatRedBall2 itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything FlatRedBall2 configures →

Reuse

Borrowing it

Nothing to install: this file belongs to vchelaru/FlatRedBall2. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/vchelaru/FlatRedBall2/main/.claude/skills/animation-editor-screenshots/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/vchelaru/FlatRedBall2

Made for: Claude Code.

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-editor-screenshots

README.md
[![agentmods](https://agentmods.dev/badge/skills/vchelaru/flatredball2/animation-editor-screenshots/github.svg)](https://agentmods.dev/skills/vchelaru/flatredball2/animation-editor-screenshots)
Your own site
<a href="https://agentmods.dev/skills/vchelaru/flatredball2/animation-editor-screenshots"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/animation-editor-screenshots/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-editor-screenshots

Your own site · 80×15
<a href="https://agentmods.dev/skills/vchelaru/flatredball2/animation-editor-screenshots"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/animation-editor-screenshots.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 59 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,244 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 $0.00059 $0.02244
Opus 5.5 $0.00024 $0.00898
Sonnet 5.5 $0.00012 $0.00449
Haiku 4.5 $0.00006 $0.00224

Measured 16d ago against content hash 621e4327b57f, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

animation-editor-screenshots 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 16d 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.

.claude/skills/animation-editor-screenshots/SKILL.md · 63 lines

How it starts

The opening of the file, as written. The whole thing — 63 lines — stays where its author put it; the contents beside it link to each section on GitHub.

AnimationEditor — Screenshots

Headless PNG capture of the AnimationEditor's UI, for illustrating documentation pages (Timing, Offsets, Collision, etc.) and for the before/after shots a visual change must show in chat. Screenshots show what changed; they don't replace tests. For correctness tests, use animation-editor-testing. The DocScreenshots project shares plumbing with App.Tests (TestServices, CreateMainWindow, [AvaloniaFact]) but serves a different purpose — keep scenario code in the project matching its purpose.

Where, and why it's a separate project

tools/AnimationEditorAvalonia/tests/AnimationEditor.DocScreenshots/ — a separate headless project from AnimationEditor.App.Tests, not a folder inside it. Full rationale in tools/AnimationEditorAvalonia/docs/DOC_SCREENSHOT_HARNESS_DECISION.md.

Landmine — it must stay separate. Real pixel capture needs AvaloniaHeadlessPlatformOptions.UseHeadlessDrawing = false (see this project's TestAppBuilder.cs), set at the assembly level. AnimationEditor.App.Tests defaults that to true (a no-op drawing recorder, for speed) across its ~90 files, none of which need real pixels. Moving screenshot code into that project, or flipping its default, would either silently produce blank PNGs there or slow down the whole correctness suite.

Capturing

ScreenshotCapture.Capture(visual, outputPath) — pass a Window/dialog (TopLevel) for full chrome, or any Control (e.g. window.FindControl<Control>("AnimTree")) to crop to just that control's bounds. Built on TopLevel.CaptureRenderedFrame(), not a hand-rolled RenderTargetBitmap.Render(visual) — the latter silently writes an empty PNG under headless (see the decision doc).

Default to capturing the whole window, not a cropped control. A screenshot showing only one panel strips the viewer's frame of reference for where that panel sits in the app. Crop to a specific control only when the user explicitly asks to see just that panel.

Read the full file on GitHub · 63 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. 16d ago Changed · -1 lines · +59 tokens per session 621e4327b57f
  2. 18d ago Changed · -1 lines 0caaa0a6e8ac
  3. 26d ago Changed · +13 lines 153dd603477d
  4. 1mo ago First seen · 52 lines · 0 tokens per session scan A b292e8b3ff5e

Subscribe to this mod's changes

animation-editor-screenshots is a skill published in the GitHub repository vchelaru/FlatRedBall2 (15 stars, last pushed today), licensed MIT. It adds 59 tokens to every session and 2,244 once invoked, about $0.0002 per session on Opus 5.5. 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.

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