animation-editing

Inspects and validates bone rotations in Unreal Engine AnimSequences with explicit bone-space constraints.

586|127|Updated Sep 12, 2025
One-click install
npx skills add https://github.com/kevinpbuckley/VibeUE --skill animation-editing
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: animation-editing
Source: https://github.com/kevinpbuckley/VibeUE/tree/main/Content/Skills/animation-editing
Command: npx skills add https://github.com/kevinpbuckley/VibeUE --skill animation-editing

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill enables safe, constraint-aware animation editing by inspecting, profiling, previewing, validating, and baking bone rotations within Unreal Engine.

Core Features & Use Cases

  • Build skeleton profiles to learn constraints and ensure edits remain within learned ranges.
  • Preview, validate, and bake bone edits for single-bone or multi-bone workflows.
  • Enforce explicit bone-space specification (local, component, world) to prevent unintended rotations and ensure retarget-safe results.

Quick Start

  • Load required skills: manage_skills(action="load", skill_names=["animation-editing", "animsequence"])
  • Preview a bone rotation: unreal.AnimSequenceService.preview_bone_rotation(...)
  • Validate and bake: unreal.AnimSequenceService.validate_pose(...); unreal.AnimSequenceService.bake_preview_to_keyframes(...)

Frequently Asked Questions about animation-editing

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I safely edit bone rotations in Unreal Engine animation sequences without breaking constraints?

Safe bone rotation editing requires building skeleton profiles to learn constraints, previewing edits via AnimSequenceService, validating poses, and baking to keyframes while specifying explicit bone space to prevent unintended rotations.

Why do I need to specify bone space when previewing bone rotations in Unreal Engine?

Explicit bone-space specification—local, component, or world—prevents unintended rotations and ensures retarget-safe results when editing skeletal bones in AnimSequences and retargeted assets.

What is the build-before-edit workflow for animation editing in Unreal Engine?

The build-before-edit workflow involves profiling skeletons via SkeletonService to learn constraint ranges before applying any bone edits, ensuring modifications remain within validated limits during animation editing.

Can I edit multiple bones simultaneously in an Unreal Engine AnimSequence?

Yes, single-bone and multi-bone edits are supported. You can preview, validate, and bake bone rotations for multiple bones while enforcing explicit bone-space usage to maintain retarget safety.

Does this animation editing approach require loading assets directly in Unreal Engine?

No, it avoids direct asset loading. Safe discovery and edits are performed non-loading via AnimSequenceService, which allows inspecting and modifying AnimSequences and retargeted assets without loading them.

How do I validate and bake previewed bone rotations into keyframes in Unreal Engine?

After previewing bone rotations, call unreal.AnimSequenceService.validate_pose to check the edit, then unreal.AnimSequenceService.bake_preview_to_keyframes to commit the validated bone rotation changes to the animation sequence.