What problem does it solve? A rigged, animated character imported into a game engine often T-poses, slides, or never plays its clips because clip names, bone names, and AnimationTree wiring are unknown or misconfigured. This Skill inspects the actual imported assets and wires the character end to end so it idles, walks, runs, fires animation-timed events, and moves correctly. ## Core Features & Use Cases - Asset Inspection: Enumerate real AnimationPlayer clips, Skeleton3D bones, and blend shapes from the imported GLB before wiring anything. - Locomotion State Machine: Build an idle/walk/run AnimationNodeStateMachine with blend times, driven by controller velocity thresholds. - Animation Events & Poses: Add method-call tracks for footsteps and attack frames, set still bone poses, attach head-tracking LookAtModifier3D, and key blend shapes for facial animation. - Root Motion Handling: Choose between in-place movement and clip-driven root motion, with symptom diagnosis for sliding feet and lunge-and-snap. - Use Case: A generated goblin GLB lands in the scene and does nothing. Use this Skill to inspect its clips, build the locomotion tree, add footstep events, and verify the character actually walks in a playtest. ## Quick Start Wire the Goblin character in my scene so it idles, walks, and runs based on movement speed, then playtest it to confirm the animations play.