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Install
$ agentstack add skill-mrcalderon3d-everything-game-dev-code-3d-animation-pipeline ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
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3D Animation Pipeline
Purpose
Define authoring, export, root motion, and retargeting rules for skeletal 3D animation clips so they play correctly, blend cleanly, and stay within budgets.
Use When
- the project uses skeletal 3D animation and clip conventions are undefined
- root motion versus in-place locomotion has not been decided explicitly
- clips from different animators or sources blend badly or drift
Inputs
- animation list per character (locomotion set, actions, reactions, deaths)
- the rig conventions from the rigging pipeline
- root motion policy needs (gameplay-driven vs animation-driven movement)
- target runtime's clip, compression, and blending capabilities
Process
- define clip naming and organization per character/family (entityactionvariant), with loop flags and frame ranges documented
- decide the root motion policy explicitly per locomotion type — animation-driven (root motion) or gameplay-driven (in-place plus speed sync) — and keep it consistent; mixed policies are the main source of foot sliding
- standardize authoring rules: frame rate, keyed rest pose at frame 0, no scale keys unless agreed, and consistent root bone treatment on export
- define blend and transition expectations per clip type (sync markers for locomotion cycles, exit windows for actions) so state machines can rely on them
- set retargeting rules for shared clips: which clips are family-shared, which are character-specific, and the validation pose to verify after retarget
- budget clip memory and choose compression settings per category; validate that compression does not visibly damage contact points (feet, hands)
- validate every clip batch in the runtime — playback, loops, blends, root motion distance — before integration is considered done
Outputs
- clip naming/organization convention with loop and range metadata
- root motion policy per locomotion/action category
- blend/transition contract (sync markers, exit windows)
- compression and memory budgets plus the clip validation checklist
Quality Bar
- locomotion shows no foot sliding: root motion or speed sync matches clip distance
- loops are seamless and sync markers keep blended cycles in phase
- retargeted shared clips pass the validation pose on every family member
- clip memory stays within budget at shipping compression settings
Common Failure Modes
- mixed root-motion and in-place clips driving the same character, causing drift and sliding
- loop frames duplicated or missing, popping at every cycle
- compression applied globally until contacts visibly swim, then disabled globally
- clips authored against a stale rig and exported with silent bone mismatches
Related Agents
- animation-programmer
- technical-artist
Related Commands
- art-3d-pass
- animation-pass
- perf-budget
Related Skills
- rigging-skinning-pipeline
- animation-state-patterns
- 2d-animation-pipeline
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
- Boundary: this skill owns clip authoring/export conventions;
animation-state-patternsowns runtime state-machine architecture;2d-animation-pipelineowns sprite and skeletal-2D equivalents.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: MRCalderon3D
- Source: MRCalderon3D/everything-game-dev-code
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.