character-animation-wiring

Wire rigged GLB characters with locomotion state machines, method tracks, poses, and root motion.

66|4|Updated Feb 26, 2026
One-click install
npx skills add https://github.com/SummerEngine/summer --skill character-animation-wiring-summerengine
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: character-animation-wiring
Source: https://github.com/SummerEngine/summer/tree/main/library/skills/character-animation-wiring
Command: npx skills add https://github.com/SummerEngine/summer --skill character-animation-wiring-summerengine

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

Frequently Asked Questions about character-animation-wiring

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

FAQPage Schema
How do I make an imported GLB character play walk and run animations?

First inspect the character's AnimationPlayer to read the actual clip names, since imports often rename them. Then build an AnimationNodeStateMachine with idle, walk, and run states and drive transitions from the controller script based on movement speed.

How do I trigger footstep sounds at exact animation frames?

Use a method-call track on the animation rather than a timer. Insert keys at the heel-strike times that call a method like play_footstep on the character's script, then verify in a playtest that the sound actually fires.

Why does my character slide or lunge forward and snap back while walking?

Sliding means movement speed thresholds do not match the clip's stride, while lunge-and-snap means the clip has baked root translation fighting code-driven velocity. Either strip the root translation or switch fully to root motion using the AnimationTree's root_motion_track.

Can I use this with older engine versions without animation helper APIs?

Yes. Every helper has a raw-lane equivalent using plain GDScript with AnimationNodeStateMachine, AnimationTree, and AnimationPlayer classes, which are fully script-bound. A missing helper surfaces as a script error, after which you fall back to the raw wiring.

When should I use a full AnimationTree blend space instead of this state machine?

Use blend spaces and OneShot nodes when you need continuous walk-to-run blending by speed, upper-body attack overlays, or hit reactions. The discrete idle/walk/run state machine here is the locomotion backbone; complex graph design belongs to a dedicated animation-tree workflow.