Agent skill

Game Dev Combat Animation

by MengTo in MengTo/Skills

Build, fix and review character combat animations (melee strikes, bow shots, spell casts, skills, monster attacks, whole move sets) so they read like Diablo IV, Baldur's Gate 3 or Elden Ring and…

MITAuto-check passedGame Development

Install Game Dev Combat Animation

skills CLI
$ npx skills add MengTo/Skills --skill game-dev-combat-animation -a claude-code

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

GitHub CLI
$ gh skill install MengTo/Skills game-dev-combat-animation --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/MengTo/Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/agent-skills/game-combat/game-dev-combat-animation .claude/skills/game-dev-combat-animation && 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
game-dev-combat-animation
GitHub stars
6.7k
Token cost
~2k tokens
SKILL.md length
1,099 words
Files
28 (incl. scripts, references)
Skills in repo
39
Repo updated
First seen
Licence
MIT

At a glance

Build, fix and review character combat animations (melee strikes, bow shots, spell casts, skills, monster attacks, whole move sets) so they read like Diablo IV, Baldur's Gate 3 or Elden Ring and…

  • Works in 9 steps: Write the standard before touching keys.… → Baseline first. Capture both surfaces… → Design keys from anatomy, not from hand… → …
  • Reworking any attack
  • SKILL.md covers The loop, The arm and hand rules, Techniques that worked and Traps that each cost a round, plus 1 more section
  • Runs JavaScript, Shell, Python and Swift scripts from its folder

What it does

Game Dev Combat Animation is an agent skill from MengTo/Skills. Build, fix and review character combat animations (melee strikes, bow shots, spell casts, skills, monster attacks, whole move sets) so they read like Diablo IV, Baldur's Gate 3 or Elden Ring and never stretch, lock, wring or break an arm, wrist or hand. A written standard with numbered rules, per-frame tests on the real skinned mesh, keys designed from upper-arm, forearm and blade intents, checks from every camera the player sees, two blind critics plus a blind A/B against the last release, and every critic claim…

Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 30 other files, including scripts and reference files (for example `references/review.md`, `references/rules.md` and `references/techniques.md`).

It sits in Game Development, covering Game development. The repository describes itself as: Agent skills for designers and builders using Codex, Claude, Cursor, and other AI coding agents. The licence is MIT.

When your agent uses it

  • Reworking any attack
  • The user says arms
  • Weapons look stretched
  • They ask for a standard

Example prompts

  • “/game-dev-combat-animation”

Requirements

  • Python 3
  • Node.js
  • A Bash shell

Workflow steps

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

  1. Write the standard before touching keys. Extend docs/combat-animation-standard.md (or the project's equivalent) with the move's own…
  2. Baseline first. Capture both surfaces (the Characters page and in play), keep the frames, and get blind scores before changing anything.
  3. Design keys from anatomy, not from hand positions. For each key pick the upper-arm direction u, the forearm direction f and the blade b…
  4. Measure before looking. Bake, then
  5. Test. Run the arm-ranges test and the move's tests. When you add a test for a bug, temporarily restore the bug and prove the test fails; a…
  6. Capture both cameras and look yourself at full resolution. A pose that reads well from the front can read broken from the game camera, and…
  7. Judge. Use two blind critics with a fixed rubric (5 criteria × 0–2; the lower score counts) and a blind A/B against the last release with…
  8. Ship by the project's rules: tests, build, changelog with real screenshots, push, sizes, publish. Use the workflow-ship-change skill. If a…
  9. Show it. When asked for videos, capture at 30 fps on the move's own clock, place the Characters page and in-play views side by side, and…

What it can do on your machine

Read from SKILL.md and the folder at commit 83a47fe. 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 12 files in scripts/ (JavaScript, Shell, Python and Swift, from the files we listed), 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

Game Dev Combat Animation loads about 2k tokens when it runs, and up to ~9.4k if it reads all its reference files. Until then it costs about 223 tokens; SKILL.md has 1,099 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~223
When it runs · the whole SKILL.md, loaded when a task matches
~2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~9.4k

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 MengTo/Skills at commit 83a47fe, republished under its MIT licence (© MengTo). 1,099 words, ~1,983 tokens.

Download SKILL.mdSave it as .claude/skills/game-dev-combat-animation/SKILL.md (or your agent's skills folder). This skill also uses 27 other files; get the full folder from GitHub.
name
game-dev-combat-animation
description
Build, fix and review character combat animations (melee strikes, bow shots, spell casts, skills, monster attacks, whole move sets) so they read like Diablo IV, Baldur's Gate 3 or Elden Ring and never stretch, lock, wring or break an arm, wrist or hand. A written standard with numbered rules, per-frame tests on the real skinned mesh, keys designed from upper-arm, forearm and blade intents, checks from every camera the player sees, two blind critics plus a blind A/B against the last release, and every critic claim verified against full-resolution frames and live-rig numbers. Use when creating or reworking any attack, skill or move set; when the user says arms, hands, wrists, elbows or weapons look stretched, weird, broken or wrong; when they ask for a standard, rules or tests for animations; or when they ask to score animations or get them to N out of 10.

Game dev: combat animation

Distilled from the Thornvigil knight-and-archer pass (2026-09-30 to 10-01, releases 1.0.71 and 1.0.72). Its outcome:

  • Arms and hands won 5 of 8 blind A/B comparisons against the previous release.
  • The archer's broken anchor and the knight's frozen, straight-armed follow-through were fixed.
  • Seven rounds of fixes came from traps that numbers would have caught earlier. Those traps are listed below.

Read references/thornvigil.md for the project's files, commands and current state, and references/traps.md before changing keys.

The loop

  1. Write the standard before touching keys. Extend docs/combat-animation-standard.md (or the project's equivalent) with the move's own numbered rules:
    • Phases on the game's clock: anticipation, the contact or release on the rule's frame, recovery.
    • Body mechanics, weapon path, camera reads.
    • Mark each rule test (measured) or reviewed (scored from frames).
    • Ground every rule in a real reference: a Tripo Studio motion-capture preset for body mechanics, or coached technique such as the archery shot cycle. Use Tripo presets only; the user has no Mixamo account and declined Quaternius.
  2. Baseline first. Capture both surfaces (the Characters page and in play), keep the frames, and get blind scores before changing anything.
  3. Design keys from anatomy, not from hand positions. For each key pick the upper-arm direction u, the forearm direction f and the blade b, then run keydesign.mjs. It returns the hand target and flags:
    • raise over 100°;
    • flex outside 12–140°;
    • a blade outside 25–115° off the forearm. Hand keys ride the shoulder; blade and elbow keys are world directions. See references/techniques.md.
  4. Measure before looking. Bake, then:
    • armcheck.mjs for joint ranges and the skin's stretch and crush per arm region on the real mesh;
    • at.mjs for the fist and blade at given times;
    • the move's own probe: knight-measure.mjs, anchor.mjs or drawfit.mjs. Fix numbers that break a rule before spending a capture.
  5. Test. Run the arm-ranges test and the move's tests. When you add a test for a bug, temporarily restore the bug and prove the test fails; a test that reads the same wrong convention as the code passes forever.
  6. Capture both cameras and look yourself at full resolution. A pose that reads well from the front can read broken from the game camera, and the reverse. Diff each capture against the previous round to be sure it is new.
  7. Judge. Use two blind critics with a fixed rubric (5 criteria × 0–2; the lower score counts) and a blind A/B against the last release with identical sheet titles. Then verify every claim against full-resolution frames and live-rig numbers before acting on it. See references/review.md and templates/.
  8. Ship by the project's rules: tests, build, changelog with real screenshots, push, sizes, publish. Use the workflow-ship-change skill. If a pushed but unpublished release regresses, correct it in place with a follow-up commit; don't add a version for something players never saw.
  9. Show it. When asked for videos, capture at 30 fps on the move's own clock, place the Characters page and in-play views side by side, and play real speed then quarter speed (vidcompose.py + encode.swift).

The arm and hand rules

The rig has no twist or corrective bones; past these ranges the skin visibly wrings, crushes or stretches. Every frame of every strike stays inside them, on both bodies, measured on the real skinned mesh.

RuleLimit
Elbow flexion10–152°; the striking or drawing arm keeps ≥20° through the middle 80% of the move
Contact reachsword hand ≥60% of arm length from the shoulder at contact (reach into the blow, never lock)
Wristbend ≤50°, roll ≤45°; sword wrist capped at 40°; a drawing hand held straight
Twistforearm roll ≤52°, upper-arm roll ≤52°
Raise≤105° from hanging (shoulder skin crushes beyond); no overhead raises
Skinthe worst 1% of each arm or hand region's edges: stretch ≤2×, crush ≤3× against the bind
Handsalways in a pose: fist on a grip, hook on a string (set → loose → follow-through), relaxed when empty; never splayed or clawed
Pathshands ride their shoulders and arc about them between keys; blade keys stay reachable (25–115° off the forearm)

Full rules, with the reasons and the tests that enforce them, are in references/rules.md.

Show full SKILL.md (407 more words)Show less

Techniques that worked

  • Shoulder-relative hands with arc interpolation. A fixed hand target that the lunging trunk drives the shoulder into crushes the arm, and a straight-line lerp folds the elbow shut mid-way.
  • Aim the forearm, not the wrist. With the wrist capped, the blade lands on the cone the forearm roll allows. To change the blade, change f.
  • Read blade keys in world space. With the trunk wound back about 70°, "over the sword shoulder" points across behind the head. Tilt the chamber tip-up so it reads as a diagonal.
  • Keep the follow-through moving.
    • Quick cut: carry the hand down past the shield-side hip on a bent elbow, with the blade still on the line.
    • Heavy cut: sink across, then rebound with the elbow folding.
    • Never hold an arm out at the foe with the blade hanging.
  • Bow draw. Anchor under the jaw beside the chin, where the hand stays in sight from both cameras. The draw elbow rides 6–8 cm under the arrow. Turn the hips side-on, which fixed draw-shoulder crush better than shrug or elbow poles. Hold the hook through the loose, then send the hand out past the shoulder rather than round the head.
  • Kinetic chain. Hips lead the chest, and the chest leads the arm. A bow's recoil answers the loose and never leads it.

Traps that each cost a round

references/traps.md has symptom → cause → fix for each. The short list:

  • Bone axes. The HumGen head bone is +Y forward and +Z down. Check any bone-local offset against mesh landmarks (face.mjs).
  • Masked failures. The first failing assertion hides every later move in the same test loop, and the first failing gender hides the other.
  • Camera reads.
    • A hand by the neck reads as "behind the head" from the game camera.
    • A blade pointing at the camera reads as "hanging".
    • An elbow bent in the view plane reads as straight.
  • Critic misreads. Thumbnails mislead critics. Check full-resolution frames and the live rig before changing anything.
  • Capture traps.
    • Never edit src while a capture runs.
    • After location.reload(), wait before evaluating the next script.
    • Hand-stepped frames are not FPS measurements.

Report

Lead with what changed in the moves and whether it is live. Then give:

  • a scores table: before → after, lower of the two critics, per surface;
  • the A/B result;
  • the faults still open, named by frame;
  • the tests added;
  • file and push sizes.

Say plainly when a score sits short of the target and why.

© MengTo, 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 27 other files (scripts, references) in agent-skills/game-combat/game-dev-combat-animation of MengTo/Skills.

  • SKILL.md
  • references/review.md
  • references/rules.md
  • references/techniques.md
  • references/thornvigil.md
  • references/traps.md
  • scripts/install.sh
  • scripts/tools/ab-pack.py
  • scripts/tools/anchor.mjs
  • scripts/tools/armcheck.mjs
  • scripts/tools/at.mjs
  • scripts/tools/baketime.mjs
  • scripts/tools/drawfit.mjs
  • scripts/tools/encode.swift
  • scripts/tools/face.mjs
  • scripts/tools/host.html
  • scripts/tools/jumps.mjs
  • scripts/tools/keydesign.mjs
  • … and 10 more

Open the folder on GitHubat commit 83a47fe

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Questions about Game Dev Combat Animation

What does Game Dev Combat Animation do?

Build, fix and review character combat animations (melee strikes, bow shots, spell casts, skills, monster attacks, whole move sets) so they read like Diablo IV, Baldur's Gate 3 or Elden Ring and…. Game Dev Combat Animation is an agent skill from MengTo/Skills. Build, fix and review character combat animations (melee strikes, bow shots, spell casts, skills, monster attacks, whole move sets) so they read like Diablo IV, Baldur's Gate 3 or Elden Ring and never stretch, lock, wring or break an arm, wrist or hand.

When should I use Game Dev Combat Animation?

Game Dev Combat Animation fits situations like: reworking any attack; the user says arms; weapons look stretched; they ask for a standard.

How do I install Game Dev Combat Animation in Claude Code?

Run `npx skills add MengTo/Skills --skill game-dev-combat-animation -a claude-code`. Or copy the skill folder (agent-skills/game-combat/game-dev-combat-animation in MengTo/Skills) into .claude/skills/game-dev-combat-animation in your project. Claude Code loads it when a task matches its description.

How do I install Game Dev Combat Animation in Codex?

Run `npx skills add MengTo/Skills --skill game-dev-combat-animation -a codex`. Or copy the skill folder (agent-skills/game-combat/game-dev-combat-animation in MengTo/Skills) into .agents/skills/game-dev-combat-animation in your project. Codex loads it when a task matches its description.

Can I use Game Dev Combat Animation 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 MengTo/Skills --skill game-dev-combat-animation -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/game-dev-combat-animation, .gemini/skills/game-dev-combat-animation, .github/skills/game-dev-combat-animation and .opencode/skills/game-dev-combat-animation in your project.

What does Game Dev Combat Animation need to run?

Going by SKILL.md and its folder, Game Dev Combat Animation needs JavaScript, a shell, Python and Swift for the scripts in its folder. Our summary lists: Python 3; Node.js; A Bash shell.

Does Game Dev Combat Animation 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 Game Dev Combat Animation 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 Game Dev Combat Animation use?

Game Dev Combat Animation 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 Game Dev Combat Animation use?

About 2k tokens (SKILL.md is roughly 7.9k 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 7.5k tokens, read only when the agent opens those files.

What are the alternatives to Game Dev Combat Animation?

Skills that share tags, products or a category with Game Dev Combat Animation: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.6k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Game Dev Combat Animation?

MengTo (a GitHub user) maintains it in MengTo/Skills, which has 6,675 GitHub stars. The repository holds 39 skills in this directory. The repository was last updated on October 6, 2026.

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