Agent skill

Motion Pipeline

by notque in notque/vexjoy-agent

CPU-only motion data processing pipeline for game animation: BVH import, contact detection, root decomposition, motion blending, FABRIK IK.

MITAuto-check: notesAI & LLM Engineering

Install Motion Pipeline

skills CLI
$ npx skills add notque/vexjoy-agent --skill motion-pipeline -a claude-code

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

GitHub CLI
$ gh skill install notque/vexjoy-agent motion-pipeline --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/notque/vexjoy-agent.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/game/motion-pipeline .claude/skills/motion-pipeline && 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
motion-pipeline
GitHub stars
439
Token cost
~2.1k tokens
SKILL.md length
672 words
Files
1
Skills in repo
61
Repo updated
First seen
Licence
MIT

At a glance

CPU-only motion data processing pipeline for game animation: BVH import, contact detection, root decomposition, motion blending, FABRIK IK.

  • AI & LLM Engineering work in your project
  • SKILL.md covers Why standalone implementations?, Environment setup, Commands and Data architecture pattern, plus 4 more sections
  • Calls python, python3 and pip

What it does

Motion Pipeline is an agent skill from notque/vexjoy-agent. CPU-only motion data processing pipeline for game animation: BVH import, contact detection, root decomposition, motion blending, FABRIK IK. No GPU required.

Its SKILL.md is about 2.1k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in AI & LLM Engineering. The repository describes itself as: VexJoy AI Agent with Jev Intelligent Routing - /do routes plain-English requests to the right specialist agent and gates the work with reviews, tests, and a learning loop. The licence is MIT.

When your agent uses it

  • AI & LLM Engineering work in your project

Example prompts

  • “/motion-pipeline”

Requirements

  • Python 3
  • Pre-approved tools (allowed-tools): Read, Bash, Write, Edit, Glob, Grep

What it can do on your machine

Read from SKILL.md and the folder at commit 5218674. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • Read
    • Bash
    • Write
    • Edit
    • Glob
    • Grep

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • python
    • python3
    • pip

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

  • Network

    Links to these hosts (documentation or services it may open):

    • github.com

    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

Motion Pipeline loads about 2.1k tokens when it runs. Until then it costs about 43 tokens; SKILL.md has 672 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~43
When it runs · the whole SKILL.md, loaded when a task matches
~2.1k

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: notes

The automated check noted patterns worth knowing about, such as sudo or a known installer.

  • NotePre-approves every shell command (allowed-tools: Bash)SKILL.md
    allowed-tools: Read, Bash, Write, Edit, Glob, Grep

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 notque/vexjoy-agent at commit 5218674, republished under its MIT licence (© notque). 672 words, ~2,105 tokens.

Download SKILL.mdSave it as .claude/skills/motion-pipeline/SKILL.md (or your agent's skills folder).
name
motion-pipeline
description
CPU-only motion data processing pipeline for game animation: BVH import, contact detection, root decomposition, motion blending, FABRIK IK. No GPU required.
allowed-tools
Read, Bash, Write, Edit, Glob, Grep
promoted_to
game-dev
user-invocable
false
routing.triggers
mocap, motion data, animation pipeline, BVH import, contact detection, IK solve, motion blend, bone trajectory, root extraction, FABRIK, skeletal animation data
routing.category
game-animation
routing.pairs_with
game-dev
routing.agents
rive-skeletal-animator, pixijs-combat-renderer, game-asset-generator

Motion Pipeline Skill

CPU-only motion data processing pipeline for game animation, inspired by Meta's ai4animationpy framework (CC BY-NC 4.0). All operations run on numpy and scipy with no GPU or PyTorch required.

Why standalone implementations?

ai4animationpy's Math/Tensor.py imports torch unconditionally at the top level, which propagates through every module (Animation, Import, IK, Math). This means zero ai4animationpy modules are importable without PyTorch installed. The standalone implementations in scripts/motion-pipeline.py replicate the key algorithms from their source code using only numpy + scipy.

Environment setup

bash
# Create venv (one-time)
python3 -m venv /home/feedgen/vexjoy-agent/motion-pipeline-env/

# Install CPU-only deps
motion-pipeline-env/bin/pip install numpy scipy pygltflib Pillow

# Verify
motion-pipeline-env/bin/python -c "import numpy; import scipy; import pygltflib; print('OK')"

The venv is gitignored. The skill documents setup; it does not commit the venv.

Commands

All commands output JSON to stdout. Errors go to stderr with exit code 1.

import-bvh

Parse a BVH mocap file and print a motion summary.

bash
motion-pipeline-env/bin/python scripts/motion-pipeline.py import-bvh FILE \
  [--scale 0.01]   # scale cm->m for CMU/Mixamo files

Output fields: name, num_frames, num_joints, framerate, total_time_seconds, bones[], root_trajectory (x/y/z range).

extract-contacts

Detect ground contact frames per bone (foot, hand) using height + velocity thresholds. Replicates ContactModule.GetContacts() from ai4animationpy.

bash
motion-pipeline-env/bin/python scripts/motion-pipeline.py extract-contacts FILE \
  --bones LeftFoot RightFoot \
  --height 0.1 \
  --vel 0.5

Output: { "bones": { "<name>": { "contact_frames": [...] } }, "total_frames": N }.

decompose

Split motion into root trajectory (WHERE + HOW) and per-joint local Euler angles (POSE). Implements the RootModule / MotionModule decomposition pattern.

bash
motion-pipeline-env/bin/python scripts/motion-pipeline.py decompose FILE \
  --hip Hips

Output: root_trajectory.positions[], root_trajectory.velocities[], root_trajectory.facing_directions[], per_joint_euler_zyx_degrees{}.

First 5 frames shown in stdout; full data requires piping to a file.

blend

Blend two BVH clips at a fixed alpha using SLERP rotations and LERP positions. Clips must share the same bone hierarchy.

bash
motion-pipeline-env/bin/python scripts/motion-pipeline.py blend FILE_A FILE_B \
  --alpha 0.5

Output: summary of the blended motion.

solve-ik

Run FABRIK inverse kinematics on a bone chain at a single frame.

bash
motion-pipeline-env/bin/python scripts/motion-pipeline.py solve-ik FILE \
  --chain Hips:LeftFoot \
  --target 0.2,0.05,0.3 \
  --frame 10

Output: chain[], target[], initial_positions[], solved_positions[], end_effector_error (metres).

generate-move-ts

Convert a BVH mocap file into a TypeScript MoveFrame function compatible with road-to-aew's wrestlingMoves.ts interface. Outputs keyframe-interpolated TypeScript to stdout (and optionally a file).

bash
motion-pipeline-env/bin/python scripts/generate-move-ts.py BVH MOVE_NAME \
  [--scale 0.01] \
  [--contact-bones LeftToeBase RightToeBase LeftHand RightHand] \
  [--num-keyframes 12] \
  [--hip-bone Hips] \
  [--output path/to/output.ts]
ArgumentDefaultPurpose
BVH—Path to .bvh mocap file
MOVE_NAME—Kebab-case name (e.g. roundhouse-kick) used in TS identifiers
--scale0.01Position scale; 0.01 converts cm→m for CMU/Mixamo files
--contact-bonesLeftToeBase RightToeBase LeftHand RightHandBones used to detect the impact window
--num-keyframes12Keyframe count in the output array (min 2)
--hip-boneHipsRoot bone name for trajectory extraction
--outputstdout onlyWrite TS to this file path in addition to stdout

Implementation note: The script imports motion-pipeline.py as a module via importlib rather than calling it as a subprocess. This bypasses the 5-frame truncation applied by the decompose CLI command, giving access to all frames.

Output structure:

typescript
// Generated from roundhouse-kick.bvh on 2026-04-13
// Keyframes: 12, Impact window: 0.45-0.55
const ROUNDHOUSE_KICK_KEYFRAMES = [...] as const;

export function getRoundhouseKick(progress: number): MoveFrame {
  // keyframe lookup + linear interpolation
  // isImpact based on detected contact window
  return { attacker, defender, isImpact };
}

The attacker's offsetX/Y/Z are root trajectory positions normalized to start at origin. Rotations are in radians (converted from the BVH's Euler ZYX degrees). The defender reaction is computed procedurally: pushed backward at impact, eases to mat post-impact.

Impact detection: The script finds the first run of 3+ consecutive contact frames across the specified bones. For strike moves, this captures the moment of hit. For walking/idle clips (feet always down), the window will be frame-0 and isImpact will be nearly never true — this is correct behavior.

Validation: The script prints a summary to stderr including trajectory range, impact window, and a structural syntax check. Exit code 1 if validation fails.

Show full SKILL.md (189 more words)Show less

Data architecture pattern

The decomposition from ai4animationpy becomes a design contract for all game animation work:

Animation State
  root_trajectory   -- WHERE (position, velocity, facing direction)
  per_joint_euler   -- HOW (local pose in ZYX Euler degrees)
  contact_frames    -- WHAT (contact states for feet, hands)
  [guidance]        -- WHY (intent; handled at game engine layer)

This separation enables:

  • Different movement speeds without distorting body pose
  • Contact-driven game events (damage triggers, sound, VFX)
  • AI/input guidance independent of motion playback

Source reference: ai4animationpy modules adopted

ai4animationpy moduleThis script equivalentNotes
Import/BVHImporter.BVHload_bvh()Same parsing logic; scipy replaces torch
Animation/MotionMotion dataclassnumpy-only; no torch backend
Animation/ContactModuleextract_contacts()Height + velocity criterion identical
Animation/RootModuledecompose() root sectionFK decomposition via matrix inverse
Animation/MotionModuledecompose() joint sectionLocal Euler extraction via scipy
IK/FABRIKsolve_ik_fabrik()Algorithm identical; no Actor dependency

Integration points

Downstream agentData consumed
rive-skeletal-animatorper_joint_euler_zyx_degrees from decompose
pixijs-combat-renderercontact_frames from extract-contacts
combat-effects-upgradecontact_frames (impact timing)
game-asset-generatorProduces source BVH files for this pipeline

Sample BVH for testing

A walking cycle from ai4animationpy demos is available at:

/tmp/ai4animationpy/Demos/BVHLoading/WalkingStickLeft_BR.bvh

This is a full-body biped walking clip from the Geno character rig.

Reference: ai4animationpy

  • Source: /tmp/ai4animationpy (cloned locally)
  • License: CC BY-NC 4.0 (non-commercial; aligned with hobby game projects)
  • GitHub: https://github.com/facebookresearch/ai4animationpy
  • Key finding: ALL modules require torch at import time via Math/Tensor.py line 5. No conditional import path exists. Standalone implementations are the correct approach.

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

Files

Just SKILL.md in skills/game/motion-pipeline of notque/vexjoy-agent.

Open the folder on GitHubat commit 5218674

Compare with similar skills

Motion Pipeline 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.

Motion Pipeline compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Motion Pipeline this skillnotque/vexjoy-agent439—~2.1kAutomated safety check: NotesMIT
Agent BuildershareAI-lab/learn-claude-code78k5 repos~1.2kAutomated safety check: PassMIT
Add Uint Supportpytorch/pytorch104k2 repos~2.3kAutomated safety check: PassCustom licence
LLM Benchmarking with lm-evaluation-harnessOrchestra-Research/AI-Research-SKILLs13k8 repos~3kAutomated safety check: PassMIT
Segment Anything Model GuideOrchestra-Research/AI-Research-SKILLs13k8 repos~3.3kAutomated safety check: PassMIT
1passwordtrpc-group/trpc-agent-go1.9k14 repos~656Automated safety check: PassApache-2.0

Similar skills

  • Agent Builder

    shareAI-lab/learn-claude-code

    Design and build AI agents for any domain. An agent skill from shareAI-lab/learn-claude-code.

    78k GitHub starsUsed in 5 repos~1.2k tokens
    AI & LLM EngineeringAuto-check passed
  • Add Uint Support

    pytorch/pytorch

    Add unsigned integer (uint) type support to PyTorch operators by updating ATDISPATCH macros.

    104k GitHub starsUsed in 2 repos~2.3k tokens
    AI & LLM EngineeringAuto-check passed
  • LLM Benchmarking with lm-evaluation-harness

    Orchestra-Research/AI-Research-SKILLs

    Runs lm-evaluation-harness to benchmark language models on academic suites such as MMLU, GSM8K and HumanEval, compare models and track training checkpoints.

    13k GitHub starsUsed in 8 repos~3k tokens
    AI & LLM EngineeringAuto-check passed
  • Segment Anything Model Guide

    Orchestra-Research/AI-Research-SKILLs

    Guide to using Meta's Segment Anything Model for zero-shot image segmentation with point, box or mask prompts, or automatic mask generation.

    13k GitHub starsUsed in 8 repos~3.3k tokens
    AI & LLM EngineeringAuto-check passed
  • 1password

    trpc-group/trpc-agent-go

    Set up and use 1Password CLI (op). An agent skill from trpc-group/trpc-agent-go.

    1.9k GitHub starsUsed in 14 repos~656 tokens
    AI & LLM EngineeringAuto-check passed
  • Planning With Files

    jarrodwatts/claude-code-config

    Transforms workflow to use Manus-style persistent markdown files for planning, progress tracking, and knowledge storage.

    1.1k GitHub starsUsed in 5 repos~967 tokens
    AI & LLM EngineeringAuto-check passed

More from notque/vexjoy-agent

All 61 skills in this repo
  • Game Asset Generator

    notque/vexjoy-agent

    Deterministic palette/matrix pixel art (not AI). An agent skill from notque/vexjoy-agent.

    439 GitHub stars~2.3k tokensUpdated 6 days ago
    Auto-check: notes
  • PR Workflow

    notque/vexjoy-agent

    Pull request lifecycle: commit, codex review, sync, review, fix, status, cleanup, and PR mining.

    439 GitHub stars~2.8k tokensUpdated 6 days ago
    Auto-check: notes
  • Architecture Deepening

    notque/vexjoy-agent

    Improve architecture across modules by deepening interfaces.

    439 GitHub stars~3.3k tokensUpdated 6 days ago
    Auto-check: notes
  • Code Quality

    notque/vexjoy-agent

    Code quality: cleanup, linting, formatting, quality gates. An agent skill from notque/vexjoy-agent.

    439 GitHub stars~1.5k tokensUpdated 6 days ago
    Auto-check: notes
  • Codebase Analyzer

    notque/vexjoy-agent

    Statistical rule discovery from Go codebase patterns. An agent skill from notque/vexjoy-agent.

    439 GitHub stars~2k tokensUpdated 6 days ago
    Auto-check: notes
  • Comment Quality

    notque/vexjoy-agent

    Review and fix temporal references in code comments. An agent skill from notque/vexjoy-agent.

    439 GitHub stars~2k tokensUpdated 6 days ago
    Auto-check: notes

Questions about Motion Pipeline

What does Motion Pipeline do?

CPU-only motion data processing pipeline for game animation: BVH import, contact detection, root decomposition, motion blending, FABRIK IK. Motion Pipeline is an agent skill from notque/vexjoy-agent. CPU-only motion data processing pipeline for game animation: BVH import, contact detection, root decomposition, motion blending, FABRIK IK.

When should I use Motion Pipeline?

Motion Pipeline fits situations like: AI & LLM Engineering work in your project.

How do I install Motion Pipeline in Claude Code?

Run `npx skills add notque/vexjoy-agent --skill motion-pipeline -a claude-code`. Or copy the skill folder (skills/game/motion-pipeline in notque/vexjoy-agent) into .claude/skills/motion-pipeline in your project. Claude Code loads it when a task matches its description.

How do I install Motion Pipeline in Codex?

Run `npx skills add notque/vexjoy-agent --skill motion-pipeline -a codex`. Or copy the skill folder (skills/game/motion-pipeline in notque/vexjoy-agent) into .agents/skills/motion-pipeline in your project. Codex loads it when a task matches its description.

Can I use Motion Pipeline 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 notque/vexjoy-agent --skill motion-pipeline -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/motion-pipeline, .gemini/skills/motion-pipeline, .github/skills/motion-pipeline and .opencode/skills/motion-pipeline in your project.

What does Motion Pipeline need to run?

Going by SKILL.md and its folder, Motion Pipeline needs the command-line tools its instructions call (python, python3 and pip). Our summary lists: Python 3. Its frontmatter pre-approves these tools: Read, Bash, Write, Edit, Glob, Grep.

Does Motion Pipeline access the network?

SKILL.md names 1 domain. As links in the text: github.com. This is read from the text; nothing was executed.

Is Motion Pipeline safe to install?

Our automated static check of SKILL.md found notes only (pre-approves every shell command (allowed-tools: bash)), nothing it rates as a warning. It is not a guarantee. Review the folder before installing.

What licence does Motion Pipeline use?

Motion Pipeline 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 Motion Pipeline use?

About 2.1k tokens (SKILL.md is roughly 8.4k 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 Motion Pipeline?

Skills that share tags, products or a category with Motion Pipeline: Agent Builder (shareAI-lab/learn-claude-code, 78k stars), Add Uint Support (pytorch/pytorch, 104k stars), LLM Benchmarking with lm-evaluation-harness (Orchestra-Research/AI-Research-SKILLs, 13k stars) and Segment Anything Model Guide (Orchestra-Research/AI-Research-SKILLs, 13k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Motion Pipeline?

notque (a GitHub user) maintains it in notque/vexjoy-agent, which has 439 GitHub stars. The repository holds 61 skills in this directory. The repository was last updated on October 3, 2026.

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