Agent skill

Octocode Mannequin

by bgauryy in bgauryy/octocode

Poses and animates a 22-bone anatomical humanoid rig with joint range-of-motion limits, using a Node CLI, a Three.js viewer and WebMCP tools an agent can drive live.

MITAuto-check passedGame Development

Install Octocode Mannequin

skills CLI
$ npx skills add bgauryy/octocode --skill octocode-mannequin -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install bgauryy/octocode octocode-mannequin --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/bgauryy/octocode.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/octocode-mannequin .claude/skills/octocode-mannequin && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
octocode-mannequin
GitHub stars
949
Token cost
~1.2k tokens
SKILL.md length
531 words
Files
15 (incl. scripts, references, assets)
Skills in repo
12
Repo updated
First seen
Licence
MIT

At a glance

Poses and animates a 22-bone anatomical humanoid rig with joint range-of-motion limits, using a Node CLI, a Three.js viewer and WebMCP tools an agent can drive live.

  • Works in 3 steps: scripts/skeleton.mjs is the single… → Movement commands use anatomical names… → Treat ROM values as rig defaults, not…
  • Posing a 3D human skeleton within realistic joint limits
  • SKILL.md covers Hard rules, Gate, Workflow and When NOT this skill, plus 2 more sections
  • Runs JavaScript scripts from its folder; calls node

What it does

At the center of this skill is scripts/skeleton.mjs, the single source of truth for bones, joints, range-of-motion limits and movements. Commands use anatomical names valid for each joint rather than raw degrees, every joint is clamped to its limit, and a root channel handles travel, turns, jumps and backflips. The limits are rig defaults, not medical facts.

The workflow is to run the scheme command to inspect bones and limits, compose a pose command from the movement protocol and read its warnings and clamped values, then validate an animation with a sequence file. A self-contained Three.js viewer page can be rendered, with ready animations for run cycle, backflip, dance and idle. For live control the agent serves the viewer's WebMCP tools over CDP, 11 tools including task-space reach and look_at.

Writing the viewer file overwrites its path, and live driving needs a fresh non-headless Chrome on a new port, so the agent confirms the output path and gets your approval first. It is not meant for general 3D scenes, ragdoll physics, foot IK locking or motion-capture import.

When your agent uses it

  • Posing a 3D human skeleton within realistic joint limits
  • Creating or checking walk, run, dance or backflip sequences
  • Viewing a manikin in a Three.js page
  • Letting an agent control a figure live with reach and look_at

Example prompts

  • “Show me the skeleton scheme and the range of motion for the knee.”
  • “Animate a walk cycle for the manikin and validate it with a sequence file.”
  • “Generate a viewer HTML for the backflip animation and save it to ./viewer.html.”

Requirements

  • Node.js to run scripts/skeleton.mjs
  • A non-headless Chrome for live agent control

Workflow steps

3 steps, taken from the first numbered list in SKILL.md.

  1. scripts/skeleton.mjs is the single source of truth for bones/joints/ROM/movements; references and the
  2. Movement commands use anatomical names valid for that joint, never raw signed degrees and never a movement
  3. Treat ROM values as rig defaults, not medical fact — read references/rom-table.md before quoting a limit.

What it can do on your machine

Read from SKILL.md and the folder at commit c265e3f. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 1 file in scripts/ (JavaScript), which the agent can run.

    Shell commands in SKILL.md call:

    • node

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Octocode Mannequin loads about 1.2k tokens when it runs, and up to ~7k if it reads all its reference files. Until then it costs about 94 tokens; SKILL.md has 531 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~94
When it runs · the whole SKILL.md, loaded when a task matches
~1.2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~7k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from bgauryy/octocode at commit c265e3f, republished under its MIT licence (© bgauryy). 531 words, ~1,174 tokens.

Download SKILL.mdSave it as .claude/skills/octocode-mannequin/SKILL.md (or your agent's skills folder). This skill also uses 14 other files; get the full folder from GitHub.
name
octocode-mannequin
description
Use when posing, animating, or explaining a 3D human skeleton/manikin: anatomical joints, ROM clamps, walk/run/dance/backflip sequences, Three.js viewer, or agent-driven WebMCP figure control (reach/look_at). Phrases like pose the manikin, skeleton scheme, animate a walk cycle. Not for general 3D scenes, physics/ragdoll, IK foot-locking, or mocap import.

Octocode Mannequin

Anatomically-named 22-bone humanoid rig (arms-down neutral, bilaterally mirrored) plus a movement protocol that clamps every joint to real range of motion, with a root 6-DOF channel (translate/pitch/yaw/roll) for travel, turns, jumps and backflips — a Node CLI, a self-contained Three.js viewer (grounded, smooth Catmull-Rom animation), and WebMCP tools an agent drives live. Flow: SCHEME → COMMAND → CLAMP+FK → RENDER → DRIVE.

Hard rules

  1. scripts/skeleton.mjs is the single source of truth for bones/joints/ROM/movements; references and the viewer mirror it. The viewer re-implements the clamp/sideSign/FK math — any change must be made in BOTH files and re-verified (they must stay identical).
  2. Movement commands use anatomical names valid for that joint, never raw signed degrees and never a movement outside the joint's allowlist — read references/movement-protocol.md before composing one; the CLI and the tools reject those.
  3. Treat ROM values as rig defaults, not medical fact — read references/rom-table.md before quoting a limit.

Gate

Writing a viewer file (viewer --out <file>.html) overwrites that path, and agent-driving needs a fresh non-headless Chrome on a new port: confirm the output path and get the user's OK before the first write or browser launch.

Workflow

  1. Run node scripts/skeleton.mjs scheme first to inspect bones + joint DOF/ROM/movements; for the hierarchy read references/anatomy-scheme.md, for the constraint model read references/joint-constraints.md, and for exact degrees read references/rom-table.md.
  2. Compose a pose command using references/movement-protocol.md, run node scripts/skeleton.mjs pose --cmd '...', read warnings/clamped; then validate an animation by running skeleton.mjs sequence --file frames.json.
  3. To render, run node scripts/skeleton.mjs viewer --out <file>.html [--pose pose.json], open it, drag sliders or call window.applyPose/window.playSequence from the console — ready animations live in assets/ (run-cycle.json, backflip.json, dance.json, idle.json for alive breathing/sway); for the viewer's mechanics read references/viewer-guide.md.
  4. To agent-drive it live, load references/webmcp-agent.md and serve the viewer's WebMCP tools over CDP — 11 tools incl. task-space reach (put a hand/foot at a world point) and look_at; get_scheme.guide is the frame/units contract. Discover, invoke, verify with get_pose or a screenshot.
Show full SKILL.md (212 more words)Show less

Stop when: the pose verifies via get_pose or a screenshot; clamped:true shows the joint is already at its ROM limit (that is the answer — do not push past it); a movement is rejected as invalid for the joint (retry with the reported allowlist, never with raw degrees); reach returns reached:false with a residual distance (the target is out of range — re-target, do not re-invoke unchanged); tool discovery returns WEBMCP_NO_TOOLS or fewer than 11 tools (fall back to window.applyPose via Runtime.evaluate); screenshots come back blank (Chrome is headless — relaunch non-headless); or the request needs physics, IK foot-locking, or mocap (out of scope, say so).

When NOT this skill

General 3D scene setup, or physics/ragdoll simulation, IK foot-locking, balance, collision, or mocap (BVH/glTF) import. Motion is keyframed kinematics — a backflip is authored, not simulated; for why that scope was chosen read references/references.md.

Progressive refs

RefWhen
references/anatomy-scheme.mdBuilding/explaining the bone hierarchy
references/joint-constraints.mdDOF/constraint model + verified rotation directions per joint
references/rom-table.mdExact degree limits per movement
references/movement-protocol.mdWriting/validating a pose command
references/viewer-guide.mdGenerating/driving the Three.js viewer
references/webmcp-agent.mdAgent-driving the manikin via WebMCP + CDP
references/references.mdProvenance / why a design choice was made

Scripts

  • Run node scripts/skeleton.mjs for the scheme / pose / sequence / viewer subcommands (--help); zero npm installs. WebMCP CDP mechanics are delegated to the octocode-chrome-devtools skill.

© bgauryy, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 14 other files (scripts, references, assets) in skills/octocode-mannequin of bgauryy/octocode.

  • SKILL.md
  • README.md
  • assets/backflip.json
  • assets/dance.json
  • assets/idle.json
  • assets/run-cycle.json
  • assets/viewer.template.html
  • references/anatomy-scheme.md
  • references/joint-constraints.md
  • references/movement-protocol.md
  • references/references.md
  • references/rom-table.md
  • references/viewer-guide.md
  • references/webmcp-agent.md
  • scripts/skeleton.mjs

Open the folder on GitHubat commit c265e3f

Compare with similar skills

Octocode Mannequin next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Octocode Mannequin compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Octocode Mannequin this skillbgauryy/octocode949—~1.2kAutomated safety check: PassMIT
Threejs Game Directormintdotgg/mint-threejs-skills114—~1.4kAutomated safety check: PassMIT
Mint Threejs Skillsmintdotgg/mint-threejs-skills114—~1.2kAutomated safety check: PassMIT
Threejs Visual Systemsmintdotgg/mint-threejs-skills114—~816Automated safety check: PassMIT
3dgs MCP Rendererjaccen/Awesome-Gaussian-Skills161—~6.9kAutomated safety check: PassApache-2.0
Game Assetsglifxyz/glif-mcp-server213—~831Automated safety check: PassMIT

Similar skills

  • Threejs Game Director

    mintdotgg/mint-threejs-skills

    Build or upgrade complete Three.js browser games by coordinating gameplay, Mint MCP assets, graphics, UI, debugging, performance, QA, and release.

    114 GitHub stars~1.4k tokensUpdated 2 mo ago
    Game DevelopmentAuto-check passed
  • Mint Threejs Skills

    mintdotgg/mint-threejs-skills

    Build, revise, debug, and verify browser-based Three.js apps, games, asset viewers, model and asset-pack deliveries, material and material-pack deliveries, animated-model viewers, and explicitly…

    114 GitHub stars~1.2k tokensUpdated 2 mo ago
    Game DevelopmentAuto-check passed
  • Threejs Visual Systems

    mintdotgg/mint-threejs-skills

    Build and upgrade Three.js visual systems for apps and games using Mint MCP assets, authored geometry, materials, lighting, shaders, VFX, technical art, and measured performance.

    114 GitHub stars~816 tokensUpdated 2 mo ago
    Game DevelopmentAuto-check passed
  • 3dgs MCP Renderer

    jaccen/Awesome-Gaussian-Skills

    MCP protocol integration with 3DGS rendering pipeline: Agent-controlled Three.js/WebGPU rendering, voice-driven scene reconstruction, real-time parameter manipulation, light tracing backend.

    161 GitHub stars~6.9k tokensUpdated today
    Game DevelopmentAuto-check passed
  • Game Assets

    glifxyz/glif-mcp-server

    Make art and media for a game you are building with Glif: character reference sheets, consistent characters, pixel-art sprite sheets with animation cycles, seamless and PBR textures, 3D models, item…

    213 GitHub stars~831 tokensUpdated 2 days ago
    Game DevelopmentAuto-check passed
  • Threejs Network Viz

    automateyournetwork/netclaw

    Generate browser-based interactive 3D network topology visualizations from inventory or a topology description.

    676 GitHub stars~1.8k tokensUpdated yesterday
    Game DevelopmentAuto-check: notes

More from bgauryy/octocode

All 12 skills in this repo
  • Runs blind pairwise comparisons of Octocode against a gh-based baseline over markdown research questions, scored by total characters through the model rather than self-report.

    949 GitHub stars~2.1k tokensUpdated 2 days ago
    Auto-check passed
  • Octocode Code Research

    bgauryy/octocode

    Researches code with evidence: traces callers, imports and cross-repo links, diagnoses failures and reports findings with exact file and line references and a confidence label.

    949 GitHub stars~1.5k tokensUpdated 2 days ago
    Auto-check passed
  • Writes, repairs and copyedits project docs against the Google developer documentation style guide, verifying claims in the repository before stating them.

    949 GitHub stars~2k tokensUpdated 2 days ago
    Auto-check passed
  • Octocode Skills Manager

    bgauryy/octocode

    Finds, rates, reviews, creates, improves, installs and syncs Agent Skill folders from local workspaces, registries or remote sources, with a user gate before any write.

    949 GitHub stars~1.2k tokensUpdated 2 days ago
    Auto-check passed
  • Octocode Brainstorming

    bgauryy/octocode

    Walks an idea through framing, diverging into options, researching evidence and stress-testing before converging on a build, prototype, narrow or park decision.

    949 GitHub stars~1.3k tokensUpdated 2 days ago
    Auto-check passed
  • Octocode Chrome Devtools

    bgauryy/octocode

    A skill your agent uses when a live page needs Chrome DevTools/CDP evidence: network failures, console errors, performance, DOM/CSS actionability, screenshots/PDF, cookies/storage…

    949 GitHub stars~1.6k tokensUpdated 2 days ago
    Auto-check passed

Questions about Octocode Mannequin

What does Octocode Mannequin do?

Poses and animates a 22-bone anatomical humanoid rig with joint range-of-motion limits, using a Node CLI, a Three.js viewer and WebMCP tools an agent can drive live. mjs, the single source of truth for bones, joints, range-of-motion limits and movements. Commands use anatomical names valid for each joint rather than raw degrees, every joint is clamped to its limit, and a root channel handles travel, turns, jumps and backflips.

When should I use Octocode Mannequin?

Octocode Mannequin fits situations like: posing a 3D human skeleton within realistic joint limits; creating or checking walk, run, dance or backflip sequences; viewing a manikin in a Three.js page; letting an agent control a figure live with reach and look_at.

How do I install Octocode Mannequin in Claude Code?

Run `npx skills add bgauryy/octocode --skill octocode-mannequin -a claude-code`. Or copy the skill folder (skills/octocode-mannequin in bgauryy/octocode) into .claude/skills/octocode-mannequin in your project. Claude Code loads it when a task matches its description.

How do I install Octocode Mannequin in Codex?

Run `npx skills add bgauryy/octocode --skill octocode-mannequin -a codex`. Or copy the skill folder (skills/octocode-mannequin in bgauryy/octocode) into .agents/skills/octocode-mannequin in your project. Codex loads it when a task matches its description.

Can I use Octocode Mannequin in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add bgauryy/octocode --skill octocode-mannequin -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/octocode-mannequin, .gemini/skills/octocode-mannequin, .github/skills/octocode-mannequin and .opencode/skills/octocode-mannequin in your project.

What does Octocode Mannequin need to run?

Going by SKILL.md and its folder, Octocode Mannequin needs JavaScript for the scripts in its folder and the command-line tools its instructions call (node). Our summary lists: Node.js to run scripts/skeleton.mjs; A non-headless Chrome for live agent control.

Does Octocode Mannequin access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Octocode Mannequin safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Octocode Mannequin use?

Octocode Mannequin is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Octocode Mannequin use?

About 1.2k tokens (SKILL.md is roughly 4.7k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 5.8k tokens, read only when the agent opens those files.

What are the alternatives to Octocode Mannequin?

Skills that share tags, products or a category with Octocode Mannequin: Threejs Game Director (mintdotgg/mint-threejs-skills, 114 stars), Mint Threejs Skills (mintdotgg/mint-threejs-skills, 114 stars), Threejs Visual Systems (mintdotgg/mint-threejs-skills, 114 stars) and 3dgs MCP Renderer (jaccen/Awesome-Gaussian-Skills, 161 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Octocode Mannequin?

bgauryy (a GitHub user) maintains it in bgauryy/octocode, which has 949 GitHub stars. The repository holds 12 skills in this directory. The repository was last updated on October 9, 2026.

Source: bgauryy/octocode on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.