Web Artifacts Builder
anthropics/skills
Builds multi-component claude.ai HTML artifacts as a small React, TypeScript and Tailwind project, then bundles it into one shareable HTML file.
Integrate approved character clips into a game's movement and combat systems, including turn compensation, gait phase, event timing and interruptions.
$ npx skills add witnesstodark/mr-mak-workspace --skill game-animation-integration -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install witnesstodark/mr-mak-workspace game-animation-integration --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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-srcUse ~/.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/
Install the "game-animation-integration" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-animation-integration into .claude/skills/game-animation-integration/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-animation-integration", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-animation-integrationType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add witnesstodark/mr-mak-workspace --skill game-animation-integration -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install witnesstodark/mr-mak-workspace game-animation-integration --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.agents/skills/game-animation-integration .agents/skills/game-animation-integration && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "game-animation-integration" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-animation-integration into .agents/skills/game-animation-integration/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-animation-integration", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add witnesstodark/mr-mak-workspace --skill game-animation-integration -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install witnesstodark/mr-mak-workspace game-animation-integration --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.agents/skills/game-animation-integration .cursor/skills/game-animation-integration && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "game-animation-integration" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-animation-integration into .cursor/skills/game-animation-integration/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-animation-integration", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/witnesstodark/mr-mak-workspace.git --path .agents/skills/game-animation-integration--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add witnesstodark/mr-mak-workspace --skill game-animation-integration -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install witnesstodark/mr-mak-workspace game-animation-integration --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.agents/skills/game-animation-integration .gemini/skills/game-animation-integration && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "game-animation-integration" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-animation-integration into .gemini/skills/game-animation-integration/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-animation-integration", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install witnesstodark/mr-mak-workspace game-animation-integrationInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add witnesstodark/mr-mak-workspace --skill game-animation-integration -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .github/skills && cp -r skills-src/.agents/skills/game-animation-integration .github/skills/game-animation-integration && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "game-animation-integration" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-animation-integration into .github/skills/game-animation-integration/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-animation-integration", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add witnesstodark/mr-mak-workspace --skill game-animation-integration -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install witnesstodark/mr-mak-workspace game-animation-integration --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.agents/skills/game-animation-integration .opencode/skills/game-animation-integration && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "game-animation-integration" agent skill from https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/game-animation-integration into .opencode/skills/game-animation-integration/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-animation-integration", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
game-animation-integrationIntegrate 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. 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.
Read from SKILL.md and the folder at commit 1e0c7c3. It shows what the files ask for, not the result of running them.
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.
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.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
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.
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.
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.
The full file from witnesstodark/mr-mak-workspace at commit 1e0c7c3, republished under its MIT licence (© witnesstodark). 446 words, ~861 tokens.
.claude/skills/game-animation-integration/SKILL.md (or your agent's skills folder).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.
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.
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.
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
Just SKILL.md in .agents/skills/game-animation-integration of witnesstodark/mr-mak-workspace.
Open the folder on GitHubat commit 1e0c7c3
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Game Animation Integration this skillwitnesstodark/mr-mak-workspace | 336 | — | ~861 | Automated safety check: Pass | MIT | |
| Web Artifacts Builderanthropics/skills | 180k | 41 repos | ~769 | Automated safety check: Pass | Apache-2.0 | |
| React Doctormakeplane/plane | 61k | 12 repos | ~657 | Automated safety check: Pass | AGPL-3.0 | |
| Impeccablebestofjs/bestofjs | 3.1k | 27 repos | ~2.6k | Automated safety check: Pass | MIT | |
| Figma Design System Builderwarpdotdev/warp | 65k | 2 repos | ~4.4k | Automated safety check: Pass | AGPL-3.0 | |
| Web Interface Guidelines Reviewervercel-labs/openreview | 1.7k | 98 repos | ~308 | Automated safety check: Pass | None |
anthropics/skills
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Categories
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.
Game Animation Integration fits situations like: frontend & Design work in your project.
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.
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.
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.
SKILL.md names no scripts, command-line tools or credentials: Game Animation Integration is instructions for the agent only.
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.
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.
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.
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.
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.
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.