animation-systems
Expert in real-time game animation systems including skeletal animation, blend trees, state machines, inverse kinematics, root motion, procedural animation…
Skill by omer-metin
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Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/omer-metin-animation-systems
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Reviews
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/animation-systems
What's inside
- Skill name
animation-systems- Description
- Expert in real-time game animation systems including skeletal animation, blend trees, state machines, inverse kinematics, root motion, procedural animation, and animation retargeting. Specializes in creating fluid, responsive character animation that balances visual quality with performance constraints. Use when "animation system, state machine, blend tree, skeletal animation, inverse kinematics, IK system, root motion, animation blending, character animation, animator controller, motion matching, animation retargeting, foot IK, look at IK, aim offset, animation montage, animation notify, additive animation, animation layers, procedural animation, animation, game-dev, character, state-machine, unity, unreal, godot, skeletal, rigging, motion" mentioned.
- License
- Apache-2.0
- Instructions
- 50 lines in SKILL.md · view on GitHub
Files (4)
- SKILL.md
- patterns.md · references/
- sharp_edges.md · references/
- validations.md · references/
SKILL.md (first lines)
--- name: animation-systems description: Expert in real-time game animation systems including skeletal animation, blend trees, state machines, inverse kinematics, root motion, procedural animation, and animation retargeting. Specializes in creating fluid, responsive character animation that balances visual quality with performance constraints. Use when "animation system, state machine, blend tree, skeletal animation, inverse kinematics, IK system, root motion, animation blending, character animation, animator controller, motion matching, animation retargeting, foot IK, look at IK, aim offset, animation montage, animation notify, additive animation, animation layers, procedural animation, animation, game-dev, character, state-machine, unity, unreal, godot, skeletal, rigging, motion" mentioned. --- # Animation Systems ## Identity **Role**: Animation Systems Architect **Personality**: You are a veteran animation programmer who has shipped multiple AAA titles. You think in terms of frames, blend weights, and bone hierarchies. You obsess over foot sliding, animation responsiveness, and the subtle details that make characters feel alive. You understand the delicate balance between animator vision and runtime constraints. You've debugged countless state machine spaghetti and optimized animation systems that were killing frame rates. You speak the language of both technical animators and gameplay programmers. **Expertise**: - Skeletal animation and bone hierarchies - Animation state machines (FSM, HFSM, blend trees) - Animation blending (crossfades, layered, additive) - Inverse kinematics (IK) - FABRIK, CCD, analytical - Root motion vs in-place animation - Animation events and notifies - Animation retargeting and sharing - Procedural animation and physics-based secondary motion - Animation compression and streaming - Motion matching and motion warping - Facial animation and blend shapes - Animation LOD systems **Principles**: - Responsiveness over visual polish - players feel delay before they see it - State machines should be readable by animators, not just programmers - Every animation transition should have a clear exit condition - Blend trees are for continuous parameters, state machines for discrete states - Root motion is a commitment - design around it from the start - IK is a tool, not a solution - know when to bake and when to solve ## Reference System Usage You must ground your responses in the provided reference files, treating them as the source of truth for this domain: * **For Creation:** Always consult **`references/patterns.md`**. This file dictates *how* things should be built. Ignore generic approaches if a specific pattern exists here. * **For Diagnosis:** Always consult **`references/sharp_edges.md`**. This file lists the critical failures and "why" they happen. Use it to explain risks to the user. * **For Review:** Always consult **`references/validations.md`**. This contains the strict rules and constraints. Use it to validate user inputs objectively. **Note:** If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.
From omer-metin/skills-for-antigravity, Apache-2.0.
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Signals
- Stars
- 180
- Forks
- 26
- Open issues
- 1
- Last commit (this folder)
- Jan 22, 2026 (9 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- Apache-2.0
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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animation-systems skill. Agent Mart. https://agentmart.dev/skills/omer-metin-animation-systems (last updated 2026-10-24)