What problem does it solve? Characters animated only with baked clips look stiff: feet float over slopes, NPCs stare dead-eyed past the player, hands clip through weapon grips, and deaths lack physical weight. This Skill provides code-and-modifier recipes that layer runtime bone control on top of existing animation clips in Summer Engine. ## Core Features & Use Cases - SkeletonModifier3D recipes: Head and spine look-at chains with angle limits, two-bone foot IK driven by raycasts for slopes and stairs, and hand-to-prop IK for weapon grips. - Additive AnimationTree layers: Blend delta-authored clips (turn lean, aim offset, breathing) on top of locomotion via AnimationNodeAdd2 driven from script. - Ragdoll on death: Hand the skeleton off to PhysicalBoneSimulator3D with directional impulse for convincing death reactions. - Use Case: An NPC's feet clip into a staircase and its head never tracks the player during dialogue. Apply the foot IK raycast recipe to plant feet on each step and add a LookAtModifier3D chain across spine and head with distance-based influence fade so the NPC makes natural eye contact only when the player is near. ## Quick Start Ask the agent to add a head look-at modifier and foot IK to your NPC character so it tracks the player and plants its feet on uneven terrain.