generate-motion

Generate animation clips from the curated Meshy motion library and attach them to rigged characters via AnimationPlayer.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Rigged 3D characters in Summer Engine ship without animations, and hand-authoring locomotion clips is slow. This Skill generates mocap-based animation clips (idle, walk, run, jump, attack) from the curated Meshy motion library and wires them onto a character's AnimationPlayer in about 30 seconds per clip. ## Core Features & Use Cases - Curated clip generation: Resolves one of five canonical aliases (idle, walk, run, jump, attack) or an exact Meshy library name against a 678-entry mocap library, then generates the clip on a Meshy-rigged humanoid. - Automatic scene wiring: Adds an AnimationPlayer node if missing and assigns the generated animation asset into its library slot, then saves the scene. - Cost and safety gates: Confirms the motion name and estimated cost (~$0.10) before generation, verifies the target is actually rigged, and prevents wasted calls on static meshes. - Use Case: You have a rigged goblin character with no animations. Ask for an idle, walk, and attack clip; the Skill generates all three, appends them to one AnimationPlayer library, and hands off to animation-tree for state-machine wiring. ## Quick Start Add idle, walk, and attack animations to my rigged goblin character and wire them into its AnimationPlayer.

Frequently Asked Questions about generate-motion

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

FAQPage Schema
How do I add walk and run animations to a rigged character?

Call summer_generate_motion with the character's rigAssetId and a motion name like walk or run, then assign the returned animationAssetId into the character's AnimationPlayer library. The Skill handles node creation, property assignment, and scene saving.

What animation names does the Meshy motion library accept?

Only five short aliases always work: idle, walk, run, jump, and attack. Everything else must be an exact raw library name, display name, or numeric id from the 678-entry library; invented names like attack_sword or death fail to resolve.

Can I generate motion on a non-rigged 3D model?

No. The target must be a Meshy-rigged humanoid with a rigAssetId from a prior image-to-3d generation with rig enabled. Calling generate_motion on a static .glb wastes a generation and errors after about 30 seconds.

Why does generateAnimation return animations_preparing?

New rigs need roughly three minutes after the rig job completes before the animation library is ready. Wait, poll the rig asset again, and retry; this is normal post-rig setup, not a failure.

When should I use retarget instead of generating new motion?

Use retarget when you want to apply existing animation clips to a different character rather than generating new ones. Generating duplicates of clips you already have wastes time and credits.

Does the Meshy motion library support quadruped or custom animations?

No. The library is humanoid-only, and custom prompt-driven motion is not shipped yet. For quadrupeds or signature moves, hand-author clips in Summer Engine or import external clips as an AnimationLibrary.