Agent skill

Unreal Animation Bone Editor

by kevinpbuckley in kevinpbuckley/VibeUE

Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop.

MITAuto-check passedGame Development

Install Unreal Animation Bone Editor

skills CLI
$ npx skills add kevinpbuckley/VibeUE --skill animation-editing -a claude-code

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

GitHub CLI
$ gh skill install kevinpbuckley/VibeUE animation-editing --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/kevinpbuckley/VibeUE.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Content/Skills/animation-editing .claude/skills/animation-editing && 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
animation-editing
GitHub stars
730
Token cost
~1.3k tokens
SKILL.md length
355 words
Files
9 (incl. scripts)
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop.

  • Works in 4 steps: Always specify bone space → Use preview → validate → bake (never… → Build a skeleton profile before editing → …
  • Posing or adjusting a character's arm, hand or other bone on an AnimSequence
  • SKILL.md covers ⚠️ Critical Rules, Task Index, Sub-docs and Verification
  • Creating a swing, wave or dance pose with constraint-checked edits

What it does

Every bone rotation must state its coordinate space, defaulting to local, relative to the parent bone, for ordinary edits, with component space for cross-bone coordination and world space used rarely. Edits always go through preview_bone_rotation, then validate_pose against a learned constraint profile, before baking, so nothing is edited blind. A skeleton profile must exist first, built with create_skeleton_profile and, if it has no learned constraints yet, learn_from_animations, because without a profile there is nothing to validate a pose against.

Discovery of skeletons and animations uses metadata-only service calls such as list_skeletons and find_animations_for_skeleton rather than loading assets in a loop, which the skill warns can crash the editor. It names companion skills for keyframe creation, skeleton structure and animation state machines, and an optional external best-practices tool that is only called when it is actually present in the session, never assumed.

When your agent uses it

  • Posing or adjusting a character's arm, hand or other bone on an AnimSequence
  • Creating a swing, wave or dance pose with constraint-checked edits
  • Mirroring or copying a pose between bones

Example prompts

  • “Raise the character's right arm 45 degrees and bake it into this animation.”
  • “Mirror this pose from the left arm to the right arm.”
  • “Build a constraint profile for this skeleton before I start editing its poses.”

Requirements

  • Unreal Engine with the VibeUE plugin and its AnimSequenceService and SkeletonService

Workflow steps

4 steps, taken from the step headings in SKILL.md.

  1. Always specify bone space
  2. Use preview → validate → bake (never edit blind)
  3. Build a skeleton profile before editing
  4. Euler for intent, quaternions internally

What it can do on your machine

Read from SKILL.md and the folder at commit dc051be. 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 5 files in scripts/, which the agent can run.

    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

Unreal Animation Bone Editor loads about 1.3k tokens when it runs. Until then it costs about 95 tokens; SKILL.md has 355 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~95
When it runs · the whole SKILL.md, loaded when a task matches
~1.3k

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 kevinpbuckley/VibeUE at commit dc051be, republished under its MIT licence (© kevinpbuckley). 355 words, ~1,280 tokens.

Download SKILL.mdSave it as .claude/skills/animation-editing/SKILL.md (or your agent's skills folder). This skill also uses 8 other files; get the full folder from GitHub.
name
animation-editing
description
Preview, validate, and bake bone-rotation edits on AnimSequences with constraint awareness and retarget safety. Use when the user asks to edit/pose/adjust an animation's bones, raise an arm, create a swing/wave/dance/pose, mirror or copy a pose, set joint limits, or learn bone constraints. Load together with animsequence (keyframes) and skeleton (structure).
display_name
Animation Editing & Bone Space Correctness
vibeue_classes
AnimSequenceService, SkeletonService
unreal_classes
AnimSequence, Skeleton, SkeletalMesh
keywords
animation editing, bone rotation, bone space, local space, component space, constraint, joint limit, preview, validate, bake, keyframe, retarget, pose…
related_skills
animsequence, skeleton, animation-blueprint

🧠 Brains complement: IF an unreal-engine-skills-manager tool (external MCP) exists in this session, call it with {action: "load", skill: "animation-system"} for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

Animation Editing Skill

Covers the profile → preview → validate → bake workflow for safe bone edits with correct bone-space handling and constraint validation.

Load companion skills: animsequence (basic keyframe creation), skeleton (structure, retargeting), animation-blueprint (state machines / AnimGraph). Skills load via the engine's AgentSkillToolset (ListSkills / GetSkills) — there is no vibeue-skills-manager tool. Run the VibeUE services below with execute_python_code (unreal.<Service>.<method>()).

🛡️ Safe discovery — never unreal.load_asset() in loops (memory crash 0xC0000005). Use SkeletonService.list_skeletons(path), AnimSequenceService.find_animations_for_skeleton(skeleton), AnimSequenceService.list_anim_sequences(path, skeleton_filter) — they query metadata without loading.

⚠️ Critical Rules

1. Always specify bone space

Every bone rotation must state its coordinate space. Default to "local" for user intent.

SpaceRelative toUse for
"local"parent bonemost edits (default)
"component"mesh rootcross-bone coordination
"world"worldrarely
python
unreal.AnimSequenceService.preview_bone_rotation(path, "upperarm_r", unreal.Rotator(0, 30, 0), "local", 0)
2. Use preview → validate → bake (never edit blind)
python
ass = unreal.AnimSequenceService
ass.preview_bone_rotation(anim_path, "upperarm_r", unreal.Rotator(0, 45, 0), "local", 0)
v = ass.validate_pose(anim_path, True)             # True = learned constraints
if v.is_valid:
    ass.bake_preview_to_keyframes(anim_path, 0, -1, "cubic")
else:
    ass.cancel_preview(anim_path)                  # or accept clamped values
3. Build a skeleton profile before editing
python
profile = unreal.SkeletonService.create_skeleton_profile("/Game/SK_Mannequin")
if not profile.has_learned_constraints:
    unreal.SkeletonService.learn_from_animations("/Game/SK_Mannequin", 50, 10)

Without a profile there are no constraints to validate against.

Show full SKILL.md (141 more words)Show less
4. Euler for intent, quaternions internally

Express user intent as unreal.Rotator(roll, pitch, yaw) (degrees); the service uses quaternions internally to avoid gimbal lock. Inspect with quat_to_euler(quat). Don't guess axis orientation — read the reference pose first (get_reference_pose).


Task Index

TaskWorkflowSample script
Discover skeletons/animations safelyworkflows.md → Inspect skeletonscripts/safe_discovery.txt
Build a skeleton profileworkflows.md → Inspect skeleton—
Edit one bone (preview/validate/bake)workflows.md → single bone editscripts/preview_validate_bake.txt
Edit a bone chain atomicallyworkflows.md → multi-bone editscripts/multi_bone_edit.txt
Set manual joint constraintsworkflows.md → set constraints—
Learn constraints from animationsworkflows.md → learn constraintsscripts/learn_constraints.txt
Copy / mirror a poseworkflows.md → copy/mirrorscripts/mirror_pose.txt
Retarget previewworkflows.md → retargeting—

Sub-docs

  • workflows.md — step-by-step workflows for every task above.
  • api-reference.md — full SkeletonService/AnimSequenceService method list + data structures.
  • common-mistakes.md — bone-space, validation, axis-guessing, and the load-in-loops crash.

Verification

Confirm AnimationEditResult.success and inspect was_clamped; gate baking on validate_pose(...).is_valid; cancel_preview on failure; save_asset after a successful bake.

© kevinpbuckley, 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 8 other files (scripts) in Content/Skills/animation-editing of kevinpbuckley/VibeUE.

  • SKILL.md
  • api-reference.md
  • common-mistakes.md
  • scripts/learn_constraints.txt
  • scripts/mirror_pose.txt
  • scripts/multi_bone_edit.txt
  • scripts/preview_validate_bake.txt
  • scripts/safe_discovery.txt
  • workflows.md

Open the folder on GitHubat commit dc051be

Compare with similar skills

Unreal Animation Bone Editor 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.

Unreal Animation Bone Editor compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unreal Animation Bone Editor this skillkevinpbuckley/VibeUE730—~1.3kAutomated safety check: PassMIT
Unreal BridgeTornLux/UnrealBridge306—~8.4kAutomated safety check: NotesMIT
Scenario Unreal Cinematicsscenario-labs/skills946—~5.1kAutomated safety check: PassMIT
Scenario Unreal Pipeline Automationscenario-labs/skills946—~5kAutomated safety check: PassMIT
Scenario Unreal Expertscenario-labs/skills946—~6.4kAutomated safety check: PassMIT
Scenario Unreal Gameplayscenario-labs/skills946—~5.2kAutomated safety check: PassMIT

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Questions about Unreal Animation Bone Editor

What does Unreal Animation Bone Editor do?

Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop. Every bone rotation must state its coordinate space, defaulting to local, relative to the parent bone, for ordinary edits, with component space for cross-bone coordination and world space used rarely. Edits always go through preview_bone_rotation, then validate_pose against a learned constraint profile, before baking, so nothing is edited blind.

When should I use Unreal Animation Bone Editor?

Unreal Animation Bone Editor fits situations like: posing or adjusting a character's arm, hand or other bone on an AnimSequence; creating a swing, wave or dance pose with constraint-checked edits; mirroring or copying a pose between bones.

How do I install Unreal Animation Bone Editor in Claude Code?

Run `npx skills add kevinpbuckley/VibeUE --skill animation-editing -a claude-code`. Or copy the skill folder (Content/Skills/animation-editing in kevinpbuckley/VibeUE) into .claude/skills/animation-editing in your project. Claude Code loads it when a task matches its description.

How do I install Unreal Animation Bone Editor in Codex?

Run `npx skills add kevinpbuckley/VibeUE --skill animation-editing -a codex`. Or copy the skill folder (Content/Skills/animation-editing in kevinpbuckley/VibeUE) into .agents/skills/animation-editing in your project. Codex loads it when a task matches its description.

Can I use Unreal Animation Bone Editor 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 kevinpbuckley/VibeUE --skill animation-editing -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/animation-editing, .gemini/skills/animation-editing, .github/skills/animation-editing and .opencode/skills/animation-editing in your project.

What does Unreal Animation Bone Editor need to run?

SKILL.md names no scripts, command-line tools or credentials: Unreal Animation Bone Editor is instructions for the agent only. Our summary lists: Unreal Engine with the VibeUE plugin and its AnimSequenceService and SkeletonService.

Does Unreal Animation Bone Editor 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 Unreal Animation Bone Editor 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 Unreal Animation Bone Editor use?

Unreal Animation Bone Editor 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 Unreal Animation Bone Editor use?

About 1.3k tokens (SKILL.md is roughly 5.1k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Unreal Animation Bone Editor?

Skills that share tags, products or a category with Unreal Animation Bone Editor: Unreal Bridge (TornLux/UnrealBridge, 306 stars), Scenario Unreal Cinematics (scenario-labs/skills, 946 stars), Scenario Unreal Pipeline Automation (scenario-labs/skills, 946 stars) and Scenario Unreal Expert (scenario-labs/skills, 946 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unreal Animation Bone Editor?

kevinpbuckley (a GitHub user) maintains it in kevinpbuckley/VibeUE, which has 730 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 7, 2026.

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