rig-animation

Rig, retarget, and validate character animation against skeleton, root-motion, and loop requirements.

Updated Aug 2, 2026
One-click install
npx skills add https://github.com/claretagrapelike32/codex-ai-game-studio --skill rig-animation-claretagrapelike32
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: rig-animation
Source: https://github.com/claretagrapelike32/codex-ai-game-studio/tree/main/plugins/ai-game-studio/skills/rig-animation
Command: npx skills add https://github.com/claretagrapelike32/codex-ai-game-studio --skill rig-animation-claretagrapelike32

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Character animation often fails in production due to collapsing joints, foot sliding, broken loops, or bad retargeting. This Skill provides a structured workflow to rig, retarget, generate, and quality-gate character animation so it deforms cleanly and behaves predictably in the target engine. ## Core Features & Use Cases - Rig Specification and Authoring: Define skeleton naming, hierarchy, twist bones, facial scope, root, and retarget profiles before generating weights and clips into preserved working copies. - Deformation and Motion Validation: Review stress poses from multiple views and validate root motion, contacts, foot sliding, loop continuity, additive assumptions, and engine import. - Seven-Gate Production Sign-off: Enforce rights and consent checks, format validation, visual consistency, runtime budgets, playability smoke tests, regression evidence, and human approval before production use. - Use Case: A game team needs to retarget motion-capture clips onto a new character for Godot. The Skill inspects the mesh, defines the retarget profile, generates validated clips, and produces a contact and loop report with provenance records. ## Quick Start Use the rig-animation skill to rig this character mesh, retarget the walk and run clips onto its skeleton, and verify deformation, foot contacts, and loop continuity for engine import.

Frequently Asked Questions about rig-animation

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

FAQPage Schema
How do I retarget animation clips onto a different character skeleton?

Define a retarget profile that maps source and destination skeletons, then generate clips into preserved working copies. The workflow records both skeletons, keeps the original source untouched, and validates deformation and contacts after retargeting.

How to fix foot sliding and broken animation loops in game characters?

Validate root motion, ground contacts, and loop continuity during the review step, checking animation from multiple views. Foot skating, discontinuous loops, and unexpected bone scale are explicit rejection criteria in the quality gates.

What inputs are required before rigging a character for a game engine?

You need a rights-cleared character mesh, the target skeleton and engine, plus a clip list, frame rate, root-motion policy, and gameplay constraints. Missing details are handled with conservative assumptions unless they materially change the route.

Can motion-capture performance data be used for game animation?

Yes, but identity-based motion or performance capture requires documented performer consent before use. Rights, consent, licensing, and generation provenance are verified as the first production gate.

What checks are required before animation is approved for production?

Seven gates must pass: rights and licensing, technical format validation, visual and temporal consistency, runtime memory and frame-time budgets, playability smoke tests, regression evidence with reproducible settings, and human approval before replacing source assets.