rig-animation

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

13|Updated Jul 30, 2026
One-click install
npx skills add https://github.com/frabcd/codex-ai-game-studio --skill rig-animation-frabcd
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: rig-animation
Source: https://github.com/frabcd/codex-ai-game-studio/tree/main/plugins/ai-game-studio/skills/rig-animation
Command: npx skills add https://github.com/frabcd/codex-ai-game-studio --skill rig-animation-frabcd

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Character animation often fails in production due to collapsing joints, foot sliding, broken loops, or bad retargets that only surface after engine import. This Skill provides a structured workflow to rig, retarget, generate, and quality-gate character animation before it reaches production. ## Core Features & Use Cases - Rig Specification and Authoring: Define skeleton naming, hierarchy, twist bones, facial scope, root, and retarget profiles, then generate weights and clips into preserved working copies. - Deformation and Motion Validation: Review deformation at stress poses, check root motion, contacts, foot sliding, loop continuity, additive assumptions, and engine import behavior. - Seven-Gate Production Sign-off: Enforce rights and consent checks, technical validation, visual review, runtime budgets, playability tests, regression evidence, and human approval before promotion. - Use Case: A studio receives a rights-cleared character mesh and a clip list for a Unity project. Use this Skill to rig the character, retarget motion capture clips with documented performer consent, verify loops and foot contacts, and produce an engine import proof before replacing any source assets. ## Quick Start Use the rig-animation skill to rig this character for Unity, retarget the walk and run clips, and validate deformation, root motion, and loop continuity before 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 rig a character for a game engine?

Start by inspecting mesh topology, pose, scale, and symmetry, then define the skeleton naming, hierarchy, twist bones, and root before authoring weights. This Skill generates rigs into preserved working copies and validates deformation at stress poses before engine import.

How to retarget animation between different skeletons?

Retargeting requires a defined retarget profile mapping source and destination skeletons while preserving the original source files. The workflow records both skeletons and validates the result for foot sliding, contacts, and loop continuity.

What causes foot sliding in game animation?

Foot sliding happens when root motion and clip contacts are misaligned with character movement speed. The validation workflow checks root motion, contacts, and foot skating explicitly and rejects clips that fail these gates.

Can I use motion capture data for game characters?

Yes, but identity-based motion or performance capture requires documented performer consent before production use. The Skill blocks production promotion when consent or rights documentation is missing.

What checks should animation pass before engine import?

Validate bone scale stability, constraint behavior, joint deformation, loop continuity, events, and additive assumptions, then confirm engine import with a proof artifact. Production promotion also requires runtime budget checks and human approval.