Give a game's characters rigs and clips that move well on a phone — the skeleton standard (one humanoid vocabulary, a mini and a quadruped family), free CC0 animated characters from Homie's starter…

Apache-2.0Auto-check passedDocuments & Office

Install Animate

skills CLI
$ npx skills add hashgraph-online/awesome-codex-plugins --skill animate -a claude-code

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

GitHub CLI
$ gh skill install hashgraph-online/awesome-codex-plugins animate --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/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .claude/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/animate .claude/skills/animate && 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
animate
GitHub stars
1.2k
Token cost
~2.4k tokens
SKILL.md length
1,055 words
Files
3 (incl. references)
Skills in repo
736
Repo updated
First seen
Licence
Apache-2.0

At a glance

Give a game's characters rigs and clips that move well on a phone — the skeleton standard (one humanoid vocabulary, a mini and a quadruped family), free CC0 animated characters from Homie's starter…

  • Someone wants characters that walk
  • SKILL.md covers The skeleton standard, Bring a character in, Clips and In the game:…, plus 5 more sections
  • Calls npx
  • Asks about rigs

What it does

Animate is an agent skill from hashgraph-online/awesome-codex-plugins. Give a game's characters rigs and clips that move well on a phone — the skeleton standard (one humanoid vocabulary, a mini and a quadruped family), free CC0 animated characters from Homie's starter library made phone-sized (one draw call, helper bones gone) with their clips in one shared clip library per skeleton, the library's CC0 humanoid clips retargeted at build time onto any other rig (a generated character, the person's own), the shared runtime @homie-rocks/studio/animate (idle, walk and run blended by…

Its SKILL.md is about 2.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/RIGHTS.md` and `references/SKELETONS.md`).

It sits in Documents & Office, covering Slides and decks. The repository describes itself as: A curated list of awesome OpenAI Codex / ChatGPT plugins, skills, and resources. The 1 Codex Marketplace. See live plugins at: https://hol.org/plugins/best-codex-plugins. The licence is Apache-2.0.

When your agent uses it

  • Someone wants characters that walk
  • Asks about rigs
  • Says the animation looks stiff
  • A hit to feel better

Example prompts

  • “/animate”

Requirements

  • Node.js

What it can do on your machine

Read from SKILL.md and the folder at commit 16b4156. 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

    Shell commands in SKILL.md call:

    • npx

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

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    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

Animate loads about 2.4k tokens when it runs, and up to ~4.2k if it reads all its reference files. Until then it costs about 247 tokens; SKILL.md has 1,055 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~247
When it runs · the whole SKILL.md, loaded when a task matches
~2.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4.2k

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); files beside SKILL.md are not scanned.

SKILL.md

The full file from hashgraph-online/awesome-codex-plugins at commit 16b4156, republished under its Apache-2.0 licence (© hashgraph-online). 1,055 words, ~2,416 tokens.

Download SKILL.mdSave it as .claude/skills/animate/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
animate
description
Give a game's characters rigs and clips that move well on a phone — the skeleton standard (one humanoid vocabulary, a mini and a quadruped family), free CC0 animated characters from Homie's starter library made phone-sized (one draw call, helper bones gone) with their clips in one shared clip library per skeleton, the library's CC0 humanoid clips retargeted at build time onto any other rig (a generated character, the person's own), the shared runtime @homie-rocks/studio/animate (idle, walk and run blended by speed, actions on the upper body while running, additive hits, hit-stop, jump, fall and land with squash and stretch, lean, look-at, springs, foot planting, crowd mode), the animation card with looping previews, and tuning a move's feel in the Game Lab. Use when someone wants characters that walk, run, jump, attack or die, asks about rigs, skeletons, bones or retargeting, says the animation looks stiff, floaty or slides, or wants a jump or a hit to feel better.

Animate: characters that move, free first

Read the style skill first (decisions) and the models skill (where models come from). Characters follow the same routes: the starter library (free, CC0), the person's own files, or generated on their own fal account under a budget (models skill: character, about US$1.44, priced and asked first). Clips are free: they come from the character itself or from the library's CC0 humanoid set, retargeted at build time.

Commands run in the studio: npx --no-install homie-studio cast|anim|assets … (in an app with Homie's tools: cast_plan, anim_plan, anim_add, anim_preview, character_make, asset_add).

The skeleton standard

FamilyBones (standard names)WhoClips from
humanoidVRM 1.0 names: hips, spine, chest, upperChest, neck, head, leftUpperArm, leftLowerArm, leftHand, leftUpperLeg, leftLowerLeg, leftFoot, leftToes (and right)KayKit adventurers and skeletons, Mixamo-named rigs, Meshy and Tripo auto-rigs, Blender and Unreal rigsits own, else KayKit's CC0 set retargeted
minihips, spine, head, leftUpperArm, rightUpperArm, leftUpperLeg, rightUpperLeg (a limb in one piece)Kenney mini, blocky and graveyard charactersits own, else humanoid clips retargeted (each limb aims where the source's whole limb points)
quadrupedbody, neck, head, tail, frontLeftLeg, frontRightLeg, backLeftLeg, backRightLegKenney cube petsits own species only
partsanything else that moves by its nodes—its own only

Names are matched however a rig spells them (mixamorig:LeftArm, upperarm.l, thigh_l, LeftUpLeg), the spine chain by the tree (Mixamo counts up, Meshy counts down). references/SKELETONS.md has every table.

Bring a character in

sh
npx --no-install homie-studio assets find "knight" --kind character          # free, CC0, rigged or node-animated
npx --no-install homie-studio assets add <id> kaykit-adventurers/knight --as knight --height 1.45 \
    --keep "1H_Sword,Round_Shield,Knight_Helmet,Knight_Cape" --verbs idle,run,jump,attack,hit,die
npx --no-install homie-studio assets add <id> --file rigged.glb --kind character --rigged --license own --as hero

What happens, all free, on this computer (lib/characters.mjs):

  • joints renamed to the standard; helper bones that move nothing (IK targets, poles) removed;
  • every skinned part and every held thing it keeps (--keep: a sword, a shield, a hat: part swaps) merged into ONE skinned mesh: one draw call; pictures resized (512 px), meshopt; the pivot at the feet, its height in metres;
  • its clips go to its skeleton's clip library public/anims/<skeleton>.glb (the verbs the game needs, from its anim.clips decision and --verbs), its own where it has them, else retargeted (--clips-from another source);
  • both recorded in assets/manifest.json with every clip's source and licence; the model names its clip library.

Every character with the same skeleton shares one clip library (the adventurers share one, about 85 KB for twelve clips): shared clips are the biggest saving in a room of 32.

Clips

sh
npx --no-install homie-studio anim plan <id>                       # each character's clips against the game's verbs
npx --no-install homie-studio anim add <id> knight --verbs block,dodge,cast   # more verbs, retargeted, free
npx --no-install homie-studio anim preview <id> --asset knight     # looping previews and a sheet; LOOK at the sheet

Verbs: idle, walk, run, jump, fall, land, attack, attack2, hit, die, emote, win, interact, pickup, cast, shoot, block, dodge, crouch, sit, drive, spawn. Clips are baked in place (the game moves bodies; netplay's host moves them) at 30 fps; a loop's drift is removed. Look at the preview sheet after retargeting onto a new rig: a shoulder that flips or a foot through the floor shows there first.

In the game: @homie-rocks/studio/animate

ts
import { createModels } from '@homie-rocks/studio/assets';
import { crowd, loadCharacter } from '@homie-rocks/studio/animate';
import { lab } from '@homie-rocks/studio/lab';
import tuning from '../tunables.json';

const T = lab.tunables(tuning);                                   // the Motion group: sliders in the Game Lab
const hero = await loadCharacter(models, './models/knight.glb', { tune: T });   // finds ../anims/<skeleton>.glb itself
scene.add(hero.root);
// every frame, after the game moved the body:
hero.root.position.set(x, jumpHeight, z); hero.face(yaw, dt);
hero.move(groundSpeed); hero.air(onGround, verticalSpeed); hero.update(dt);
// events: hero.jump(); hero.act('attack', { from: 0.15 }); hero.hit(dx, dz); hero.die(); hero.hold('win');
crowd(allCharacters, camera);                                      // far and off-screen ones pose less often
  • Locomotion blends idle, walk and run by the body's ground speed and plays each at the rate its feet need (walkSpeed, runSpeed: tune them until the feet stop sliding).
  • An action while moving plays on the upper body (the legs keep running); standing, on all of it.
  • A hit is an additive flinch over whatever plays, with a hit-stop (hitStopMs).
  • Jump, fall and land are clips plus springy squash and stretch (jumpStretch, landSquash, squashHz).
  • Lean into turns (lean), look-at (lookAt, head and neck within limits), springs on bones named tail, ear, cape, hair (spring), and two-bone foot planting on slopes (ground: (x, z) => height).
  • Copy ANIM_TUNING (exported) into the game's tunables.json under the "Motion" group; every number is a slider.
  • The hero-rush-3d starter shows all of it (homie-studio game new <id> --from hero-rush-3d).
Show full SKILL.md (472 more words)Show less

Feel: the Game Lab

A move feels right when its timing does. Give the move a take in lab.json (a stage that sets it up, the press that starts it), report its phases (lab.phase('RISE')) and a number (lab.track('height', h)), then change its tunables and run homie-studio lab check <id> --take <take>: New (the working tree) beside Today (the last commit), frame by frame. In the app: the animation card's Feel opens game_lab on the take that plays that verb. The person keeps a slider in the lab and it is written into tunables.json: a kept change is code. Read the lab skill.

Generated characters (paid)

The models skill's character command (or character_make): one A-pose concept in the locked style (a library character as the style reference with --like), then Meshy 7.1 image-to-3D with its humanoid auto-rig on the person's own fal account (about US$1.40; the concept about US$0.035), then everything above for free: the library's clips retargeted onto its rig. Humanoids with clear limbs only; a creature comes from the library or is rigged by hand. Look at the concept before paying for the mesh, and at the preview sheet after.

Budgets (phones)

homie-studio assets check <id> holds characters to: a hero 8,000 triangles (5,000 in rooms over 8), 48 bones, one draw call, 1,024 px pictures; an NPC or creature 3,000 and 32 bones; four influences a vertex (three.js reads no more); a clip library 1 MB a skeleton (3 MB hard), 30 samples a second; and skinning a frame: the room's players times the heaviest character, 60,000 skinned vertices and 1,200 bones on a phone, beyond which crowd() and lighter characters are needed. The perf skill's measured run on a phone is the real gate.

Licences, plainly (references/RIGHTS.md)

  • Clips come from CC0 sources only by default: KayKit (161 CC0 clips in its Character Animations pack; the adventurers carry 76), Kenney's animated characters. Retargeting a CC0 clip keeps it CC0.
  • Quaternius: its site licence (QAL v1.0, updated 2026-08-28) forbids redistributing the assets as a pack or template: never in the library or a public game's repository; reference only.
  • Mixamo: never in a public repository (raw files may not be redistributed); allowed only in a private studio's shipped build, marked remix: none.
  • Text-to-motion: almost every open model is non-commercial in effect (trained on AMASS/HumanML3D, or SMPL), so this skill offers none of them. HY-Motion is territory-limited (not the EU, the UK or South Korea). Paid services with commercial terms (Meshy text to motion on the person's own Meshy plan) are a later phase.

Never

  • Never ship a provider's raw file, never commit one (art/<slug>/raw/ is git-ignored).
  • Never use a clip or model under non-commercial terms, never Quaternius, Mixamo or a store EULA in a public game.
  • Never spend without a budget, past it, or without a receipt; never generate in a loop.

© hashgraph-online, Apache-2.0. 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 2 other files (references) in plugins/homie-rocks/homie/skills/animate of hashgraph-online/awesome-codex-plugins.

  • SKILL.md
  • references/RIGHTS.md
  • references/SKELETONS.md

Open the folder on GitHubat commit 16b4156

Compare with similar skills

Animate 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.

Animate compared with similar skills
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Animate this skillhashgraph-online/awesome-codex-plugins1.2k—~2.4kAutomated safety check: PassApache-2.0
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Slidesfcakyon/claude-codex-settings1.2k1 repos~1.1kAutomated safety check: PassMIT
Ppt Image FirstNyxTides/ppt-image-first1.2k—~1.6kAutomated safety check: PassApache-2.0
Vibe to Agentic Engineering Frameworkshanraisshan/claude-code-best-practice67k—~3.3kAutomated safety check: PassMIT
Gpt Image2 PptJuneYaooo/gpt-image2-ppt-skills1.3k—~8.9kAutomated safety check: NotesApache-2.0

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Questions about Animate

What does Animate do?

Give a game's characters rigs and clips that move well on a phone — the skeleton standard (one humanoid vocabulary, a mini and a quadruped family), free CC0 animated characters from Homie's starter…. Animate is an agent skill from hashgraph-online/awesome-codex-plugins.

When should I use Animate?

Animate fits situations like: someone wants characters that walk; asks about rigs; says the animation looks stiff; A hit to feel better.

How do I install Animate in Claude Code?

Run `npx skills add hashgraph-online/awesome-codex-plugins --skill animate -a claude-code`. Or copy the skill folder (plugins/homie-rocks/homie/skills/animate in hashgraph-online/awesome-codex-plugins) into .claude/skills/animate in your project. Claude Code loads it when a task matches its description.

How do I install Animate in Codex?

Run `npx skills add hashgraph-online/awesome-codex-plugins --skill animate -a codex`. Or copy the skill folder (plugins/homie-rocks/homie/skills/animate in hashgraph-online/awesome-codex-plugins) into .agents/skills/animate in your project. Codex loads it when a task matches its description.

Can I use Animate 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 hashgraph-online/awesome-codex-plugins --skill animate -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/animate, .gemini/skills/animate, .github/skills/animate and .opencode/skills/animate in your project.

What does Animate need to run?

Going by SKILL.md and its folder, Animate needs the command-line tools its instructions call (npx). Our summary lists: Node.js.

Does Animate access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Animate 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. Review the folder before installing.

What licence does Animate use?

Animate is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Animate use?

About 2.4k tokens (SKILL.md is roughly 9.7k 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 1.8k tokens, read only when the agent opens those files.

What are the alternatives to Animate?

Skills that share tags, products or a category with Animate: Image To Editable Ppt (ningzimu/image-to-editable-ppt-skill, 2.8k stars), Slides (fcakyon/claude-codex-settings, 1.2k stars), Ppt Image First (NyxTides/ppt-image-first, 1.2k stars) and Vibe to Agentic Engineering Framework (shanraisshan/claude-code-best-practice, 67k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Animate?

hashgraph-online (a GitHub organization) maintains it in hashgraph-online/awesome-codex-plugins, which has 1,232 GitHub stars. The repository holds 736 skills in this directory. The repository was last updated on October 6, 2026.

Source: hashgraph-online/awesome-codex-plugins on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.