What problem does it solve? Game teams often need one animation library to play across many characters, but animation assets are bound to the rig they were generated against. This Skill provides the two real workflows for reusing clips across rigs in Summer Engine, and prevents agents from hallucinating a nonexistent retarget MCP tool. ## Core Features & Use Cases - Regeneration path (Path A): For Meshy-rigged targets, re-runs summer_generate_motion against the target's rigAssetId for each curated clip name, then attaches the results to the target's AnimationPlayer with cost confirmation gates. - In-engine retargeting (Path B): For non-Meshy, Mixamo, or hand-authored rigs, configures BoneMap with SkeletonProfileHumanoid and RetargetModifier3D to re-project animations with zero credit cost. - Use Case: You generated idle, walk, and attack clips for a goblin and now need the same moves on five orc variants — the Skill finds the source clip names, confirms the ~$1.50 regeneration cost, loops generation on each target rig, and saves the scene once. ## Quick Start Ask your agent to apply the animation library from your existing character to a second rigged character and confirm the total clip cost before generating.