One-click install
npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-pipeline-skinned-animations-nebulavenus
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: forge-pipeline-skinned-animations
Source: https://github.com/Nebulavenus/forge-gpu/tree/main/.claude/skills/forge-pipeline-skinned-animations
Command: npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-pipeline-skinned-animations-nebulavenus

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Adds pipeline-based skeletal animation to SDL GPU projects using pre-processed assets (.fmesh v3, .fskin, .fanim) and the ForgeSceneSkinnedModel API. Joint matrices are computed on the CPU each frame and uploaded to a GPU storage buffer for vertex-stage skinning, enabling efficient, real-time character animation.

Core Features & Use Cases

  • Load pipeline-skinned models from assets (.fscene, .fmesh, .fskin, .fanim) and render them with the Forge pipeline.
  • Update per-frame animations on the CPU and upload joint matrices for GPU skinning, with support for shadows.
  • Reuse transform animations for non-skinned models via the pipeline when needed.

Quick Start

Load the skinned model using forge_scene_load_skinned_model, then per frame update the animation with forge_scene_update_skinned_animation and render it with forge_scene_draw_skinned_model.

Frequently Asked Questions about forge-pipeline-skinned-animations

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

FAQPage Schema
How do I load and animate skeletal models in an SDL GPU project?

To load and animate skeletal models in an SDL GPU project, use the ForgeSceneSkinnedModel API to load pre-processed assets like .fscene, .fmesh, .fskin, and .fanim, then compute joint matrices per frame on the CPU and upload them to a GPU storage buffer for real-time vertex skinning.

What is the best way to do GPU skinning with pre-processed pipeline assets?

GPU skinning with pre-processed pipeline assets is achieved by computing joint matrices on the CPU each frame and uploading them to a GPU storage buffer, enabling efficient vertex-stage skinning and real-time character animation during rendering with the Forge pipeline.

How do I update skeletal animations per frame and render them with shadows?

To update skeletal animations per frame and render them with shadows, call forge_scene_update_skinned_animation to compute and upload joint matrices, then use forge_scene_draw_skinned_model to render the skinned model, including shadow passes, through the Forge pipeline APIs.

Does the Forge pipeline support reusing transform animations for non-skinned models?

Yes, the Forge pipeline supports reusing transform animations for non-skinned models when needed, allowing you to apply similar animation update and world-transform propagation logic without relying on the full vertex skinning storage buffer workflow.

What file formats do I need for pipeline-based skeletal animation in SDL?

Pipeline-based skeletal animation in SDL requires pre-processed asset formats including .fscene for scene data, .fmesh v3 for meshes, .fskin for skinning data, and .fanim for animation data to properly load and animate models via the ForgeSceneSkinnedModel API.