Agent skill

Game Animation Integration

by witnesstodark in witnesstodark/mr-mak-workspace

Integrate approved character clips into a game's movement and combat systems, including turn compensation, gait phase, event timing and interruptions.

MITAuto-check passedFrontend & Design

Install Game Animation Integration

skills CLI
$ npx skills add witnesstodark/mr-mak-workspace --skill game-animation-integration -a claude-code

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

GitHub CLI
$ gh skill install witnesstodark/mr-mak-workspace game-animation-integration --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/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/game-animation-integration .claude/skills/game-animation-integration && 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-animation-integration
GitHub stars
336
Token cost
~861 tokens
SKILL.md length
446 words
Files
1
Skills in repo
19
Repo updated
First seen
Licence
MIT

At a glance

Integrate approved character clips into a game's movement and combat systems, including turn compensation, gait phase, event timing and interruptions.

  • Frontend & Design work in your project
  • SKILL.md covers Separate movement, facing and…, Match the pose at a transition and Bind events and validate
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Game Animation Integration is an agent skill from witnesstodark/mr-mak-workspace. Integrate approved character clips into a game's movement and combat systems, including turn compensation, gait phase, event timing and interruptions. Use after animation authoring or to repair runtime transitions.

Its SKILL.md is about 860 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 Frontend & Design. The repository describes itself as: A local desktop workspace for Codex and Claude Code, with project reports, creative skills and optional voice. The licence is MIT.

When your agent uses it

  • Frontend & Design work in your project

Example prompts

  • “/game-animation-integration”

What it can do on your machine

Read from SKILL.md and the folder at commit 1e0c7c3. 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

    No scripts in the folder and no shell commands in SKILL.md.

    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 Animation Integration loads about 861 tokens when it runs. Until then it costs about 60 tokens; SKILL.md has 446 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~60
When it runs · the whole SKILL.md, loaded when a task matches
~861

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 witnesstodark/mr-mak-workspace at commit 1e0c7c3, republished under its MIT licence (© witnesstodark). 446 words, ~861 tokens.

Download SKILL.mdSave it as .claude/skills/game-animation-integration/SKILL.md (or your agent's skills folder).
name
game-animation-integration
description
Integrate approved character clips into a game's movement and combat systems, including turn compensation, gait phase, event timing and interruptions. Use after animation authoring or to repair runtime transitions.

Game animation integration

Start with the approved rig, runtime export and clip manifest. Inspect the existing animation player and movement authority before replacing anything. Confirm forward/up axes, scale, bone paths, import type, bind pose, clips, loop flags and event times. Keep source animation approval separate from import verification and in-game visual acceptance.

Separate movement, facing and authored motion

Choose which system owns translation and yaw. Applying controller rotation and the same authored turn twice produces a false turn. Keep uncompensated source clips for pure previews where useful; document the compensated gameplay route. Record heading samples and their frame/time origin. Derive sample spacing from the actual count and duration, not a presumed integer or quarter-frame step.

Do not change base movement speed, attack cadence or navigation responsiveness incidentally. A character need not complete an entire turn clip before obeying a new movement or combat order. Keep visual stepping speed, gameplay facing and speed recovery independently configurable.

Match the pose at a transition

If leaving a partial turn causes a foot swap, longer crossfading alone may not fix it. Compare the last evaluated pose with sampled gait phases in a shared body-local space, excluding world placement and controller yaw. Select a nearby phase at the handoff, then advance normally. Preserve an already better phase.

Build a mapping for the actual anatomy: two feet/knees for a biped can be useful; four-legged rigs need all relevant paws and support joints. Do not prescribe one sample count, stride or blend duration for every rig. Bake reusable pose tables at import/update time; cache bones and avoid allocating or searching each frame. Rebuild when the rig, clips or coordinate convention changes.

Verify intermediate transforms during a finite transition, including upper-body settling. A correct mixer weight does not prove a continuous visible pose. Keep straight and steering variants phase-compatible. Document any root-motion or contact-IK system separately from phase selection.

Show full SKILL.md (135 more words)Show less

Bind events and validate

Use actual contact/release markers and the game's authoritative clock. Some custom animation players do not dispatch imported AnimationEvents; verify the chosen route rather than assuming it. Cancellation must suppress events that have not happened. Check attack variants, death, pauses and repeated commands.

Exercise left/right, small/large and reversed turns; Walk/Run exits; Stop/arrival; turn-to-attack; death; disable/re-enable and any storage flow. Review normal speed from the game camera as well as isolated clip playback. Preserve material/team bindings, existing prefab GUIDs and unchanged gameplay values.

Deliver the bone/clip mapping, runtime configuration, source contact times, verified interruption cases and native evidence. Mark missing clips explicitly. Example: integrate a robot's quarter-turns without changing its movement speed; prove a partial turn can enter Run without swapping the supporting foot. Dependencies: approved clips, their editable source/manifest and engine access.

© witnesstodark, 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 .agents/skills/game-animation-integration of witnesstodark/mr-mak-workspace.

Open the folder on GitHubat commit 1e0c7c3

Compare with similar skills

Game Animation Integration 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.

Game Animation Integration compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Game Animation Integration this skillwitnesstodark/mr-mak-workspace336—~861Automated safety check: PassMIT
Web Artifacts Builderanthropics/skills180k41 repos~769Automated safety check: PassApache-2.0
React Doctormakeplane/plane61k12 repos~657Automated safety check: PassAGPL-3.0
Impeccablebestofjs/bestofjs3.1k27 repos~2.6kAutomated safety check: PassMIT
Figma Design System Builderwarpdotdev/warp65k2 repos~4.4kAutomated safety check: PassAGPL-3.0
Web Interface Guidelines Reviewervercel-labs/openreview1.7k98 repos~308Automated safety check: PassNone

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Questions about Game Animation Integration

What does Game Animation Integration do?

Integrate approved character clips into a game's movement and combat systems, including turn compensation, gait phase, event timing and interruptions. Game Animation Integration is an agent skill from witnesstodark/mr-mak-workspace. Integrate approved character clips into a game's movement and combat systems, including turn compensation, gait phase, event timing and interruptions.

When should I use Game Animation Integration?

Game Animation Integration fits situations like: frontend & Design work in your project.

How do I install Game Animation Integration in Claude Code?

Run `npx skills add witnesstodark/mr-mak-workspace --skill game-animation-integration -a claude-code`. Or copy the skill folder (.agents/skills/game-animation-integration in witnesstodark/mr-mak-workspace) into .claude/skills/game-animation-integration in your project. Claude Code loads it when a task matches its description.

How do I install Game Animation Integration in Codex?

Run `npx skills add witnesstodark/mr-mak-workspace --skill game-animation-integration -a codex`. Or copy the skill folder (.agents/skills/game-animation-integration in witnesstodark/mr-mak-workspace) into .agents/skills/game-animation-integration in your project. Codex loads it when a task matches its description.

Can I use Game Animation Integration 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 witnesstodark/mr-mak-workspace --skill game-animation-integration -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-animation-integration, .gemini/skills/game-animation-integration, .github/skills/game-animation-integration and .opencode/skills/game-animation-integration in your project.

What does Game Animation Integration need to run?

SKILL.md names no scripts, command-line tools or credentials: Game Animation Integration is instructions for the agent only.

Does Game Animation Integration 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 Animation Integration 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 Game Animation Integration use?

Game Animation Integration 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 Animation Integration use?

About 861 tokens (SKILL.md is roughly 3.4k 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 Game Animation Integration?

Skills that share tags, products or a category with Game Animation Integration: Web Artifacts Builder (anthropics/skills, 180k stars), React Doctor (makeplane/plane, 61k stars), Impeccable (bestofjs/bestofjs, 3.1k stars) and Figma Design System Builder (warpdotdev/warp, 65k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Game Animation Integration?

witnesstodark (a GitHub user) maintains it in witnesstodark/mr-mak-workspace, which has 336 GitHub stars. The repository holds 19 skills in this directory. The repository was last updated on October 5, 2026.

Source: witnesstodark/mr-mak-workspace on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.