← ClaudeAtlas

game-animationlisted

For GameGen projects, author and verify skeletal, cutout or frame animations for game assets, including locomotion cadence, action timing, transitions and expressive motion.
itsjavi/skills · ★ 1 · Web & Frontend · score 74
Install: claude install-skill itsjavi/skills
# Animate game assets Read [shared context](../../references/shared-context.md), ready preferences and the asset contract. Use the approved identity, pose references and required clips. Choose skeletal 3D, 2D cutout or frame animation based on the source. Do not force an RPG-specific five-clip set on every game. ## Motion contract Define clip names, duration, loop behavior, root-motion ownership, action events and transitions. Decide which system moves the actor. Match stride distance and cadence to real game travel speed. Use root motion only when the controller explicitly consumes it; otherwise keep the root stable and move through gameplay physics. For locomotion, establish contact, passing and flight/extreme poses as appropriate. Check planted feet and weight transfer before secondary ear, tail, cloth or leaf motion. Idle should support the character's personality without constant distracting movement. Attack/jump/dodge motions need readable anticipation, contact/apex and recovery. Expressions and blinking must be deliberate, visible and free from clipping. ## Asset-specific implementation - 3D: use [blender-game-assets](../blender-game-assets/SKILL.md) for the editable rig and the [local Blender workflow](../../references/blender-cli.md) for `bpy` authoring, rendering and export. Skin visible geometry to the intended chains, normalize nonzero weights within the export limit, and inspect the final mesh through extreme poses. Use IK/FK and facial controls appro