octocode-mannequin

Pose and animate a 22-bone humanoid rig with ROM-clamped joints via CLI and Three.js viewer.

921|75|Updated Jun 5, 2025
One-click install
npx skills add https://github.com/bgauryy/octocode-mcp --skill octocode-mannequin
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: octocode-mannequin
Source: https://github.com/bgauryy/octocode-mcp/tree/main/skills/octocode-mannequin
Command: npx skills add https://github.com/bgauryy/octocode-mcp --skill octocode-mannequin

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) and assets (resource) components.

What problem does it solve?

Programmatically posing or animating a humanoid figure requires anatomically correct joint limits, forward kinematics, and a renderer — this Skill provides a validated 22-bone skeleton rig with clinical range-of-motion clamps, a zero-dependency Node CLI, and a self-contained Three.js viewer that agents can also drive live over WebMCP.

Core Features & Use Cases

  • Anatomical movement protocol: Compose pose commands using real movement names (flexion, abduction, pronation) that are validated against per-joint allowlists and clamped to cited range-of-motion limits, with swing-twist cone constraints for ball joints.
  • Animation sequences: Validate and play keyframed walk/run/dance/backflip sequences with looped Catmull-Rom interpolation, grounding, and an optional root 6-DOF channel for travel, turns, and jumps.
  • Agent-driven control: The generated viewer registers 11 WebMCP tools (apply_pose, reach, look_at, play_sequence, get_scheme) so an agent can drive the figure in joint space or task space over Chrome DevTools Protocol.
  • Use Case: Ask the agent to animate a run cycle — it inspects the skeleton scheme, validates assets/run-cycle.json with the sequence command, generates mannequin.html, and plays the looped animation in the browser.

Quick Start

Ask the agent to pose the manikin with the left arm flexed 90 degrees and render it to an HTML viewer using the octocode-mannequin skill.

Frequently Asked Questions about octocode-mannequin

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

FAQPage Schema
How do I pose a 3D humanoid skeleton programmatically?

Run node scripts/skeleton.mjs pose with a JSON command naming joints and anatomical movements, such as flexion or abduction with degree values. The CLI validates each movement against the joint's allowlist, clamps to range-of-motion limits, and returns forward-kinematics transforms with warnings.

How to animate a walk or run cycle in Three.js?

Validate a keyframe array with node scripts/skeleton.mjs sequence, then generate the viewer with the viewer subcommand and call window.playSequence in the page. Ready-made run, dance, idle, and backflip keyframe files ship in the assets directory.

Can an AI agent control the manikin in the browser?

Yes, the generated viewer registers 11 WebMCP tools including apply_pose, reach, look_at, and play_sequence. An agent launches Chrome with WebMCP enabled, discovers the tools over the CDP WebMCP domain, and drives the figure with ROM clamps enforced.

Does the skeleton rig require npm install or external dependencies?

No, scripts/skeleton.mjs is zero-dependency Node.js and runs directly. The generated viewer loads Three.js from a CDN via an import map, so opening the HTML page requires network access but no build step.

What are the limitations of keyframed skeleton animation?

The rig is keyframed kinematics, not physics simulation — there is no gravity, balance, collision, ragdoll, IK foot-locking, or mocap import. A backflip is an authored keyframe sequence through a root transform, not a simulated tumble.