witnesstodark

Indexado en Registry

game-animation-integration

Integrate approved character clips into a game's movement and combat systems, including turn compensation, gait phase, event timing and interruptions. Use after animation authoring or to repair runtime transitions.

Revisar el código fuenteVer en GitHub
Precio sin confirmar★ 238 Estrellas de GitHubRegistro actualizado · 30 sept 2026agent-skill

Resumen

Integrate approved character clips into a game's movement and combat systems, including turn compensation, gait phase, event timing and interruptions. Use after animation authoring or to repair runtime transitions.

Leer documentación completa

Documentación de origen, no instrucciones para este sitio. Revisa los permisos antes de ejecutar comandos.

Game animation integration

Start with the approved rig, runtime export and clip manifest. Inspect the existing animation player and movement authority before replacing anything. Confirm forward/up axes, scale, bone paths, import type, bind pose, clips, loop flags and event times. Keep source animation approval separate from import verification and in-game visual acceptance.

Separate movement, facing and authored motion

Choose which system owns translation and yaw. Applying controller rotation and the same authored turn twice produces a false turn. Keep uncompensated source clips for pure previews where useful; document the compensated gameplay route. Record heading samples and their frame/time origin. Derive sample spacing from the actual count and duration, not a presumed integer or quarter-frame step.

Do not change base movement speed, attack cadence or navigation responsiveness incidentally. A character need not complete an entire turn clip before obeying a new movement or combat order. Keep visual stepping speed, gameplay facing and speed recovery independently configurable.

Match the pose at a transition

If leaving a partial turn causes a foot swap, longer crossfading alone may not fix it. Compare the last evaluated pose with sampled gait phases in a shared body-local space, excluding world placement and controller yaw. Select a nearby phase at the handoff, then advance normally. Preserve an already better phase.

Build a mapping for the actual anatomy: two feet/knees for a biped can be useful; four-legged rigs need all relevant paws and support joints. Do not prescribe one sample count, stride or blend duration for every rig. Bake reusable pose tables at import/update time; cache bones and avoid allocating or searching each frame. Rebuild when the rig, clips or coordinate convention changes.

Verify intermediate transforms during a finite transition, including upper-body settling. A correct mixer weight does not prove a continuous visible pose. Keep straight and steering variants phase-compatible. Document any root-motion or contact-IK system separately from phase selection.

Bind events and validate

Use actual contact/release markers and the game's authoritative clock. Some custom animation players do not dispatch imported AnimationEvents; verify the chosen route rather than assuming it. Cancellation must suppress events that have not happened. Check attack variants, death, pauses and repeated commands.

Exercise left/right, small/large and reversed turns; Walk/Run exits; Stop/arrival; turn-to-attack; death; disable/re-enable and any storage flow. Review normal speed from the game camera as well as isolated clip playback. Preserve material/team bindings, existing prefab GUIDs and unchanged gameplay values.

Deliver the bone/clip mapping, runtime configuration, source contact times, verified interruption cases and native evidence. Mark missing clips explicitly. Example: integrate a robot's quarter-turns without changing its movement speed; prove a partial turn can enter Run without swapping the supporting foot. Dependencies: approved clips, their editable source/manifest and engine access.

Metadatos del archivo
name: game-animation-integration
description: Integrate approved character clips into a game's movement and combat systems, including turn compensation, gait phase, event timing and interruptions. Use after animation authoring or to repair runtime transitions.
Ver texto original
---
name: game-animation-integration
description: Integrate approved character clips into a game's movement and combat systems, including turn compensation, gait phase, event timing and interruptions. Use after animation authoring or to repair runtime transitions.
---

# Game animation integration

Start with the approved rig, runtime export and clip manifest. Inspect the
existing animation player and movement authority before replacing anything.
Confirm forward/up axes, scale, bone paths, import type, bind pose, clips, loop
flags and event times. Keep source animation approval separate from import
verification and in-game visual acceptance.

## Separate movement, facing and authored motion

Choose which system owns translation and yaw. Applying controller rotation and
the same authored turn twice produces a false turn. Keep uncompensated source
clips for pure previews where useful; document the compensated gameplay route.
Record heading samples and their frame/time origin. Derive sample spacing from
the actual count and duration, not a presumed integer or quarter-frame step.

Do not change base movement speed, attack cadence or navigation responsiveness
incidentally. A character need not complete an entire turn clip before obeying
a new movement or combat order. Keep visual stepping speed, gameplay facing and
speed recovery independently configurable.

## Match the pose at a transition

If leaving a partial turn causes a foot swap, longer crossfading alone may not
fix it. Compare the last evaluated pose with sampled gait phases in a shared
body-local space, excluding world placement and controller yaw. Select a nearby
phase at the handoff, then advance normally. Preserve an already better phase.

Build a mapping for the actual anatomy: two feet/knees for a biped can be useful;
four-legged rigs need all relevant paws and support joints. Do not prescribe one
sample count, stride or blend duration for every rig. Bake reusable pose tables
at import/update time; cache bones and avoid allocating or searching each frame.
Rebuild when the rig, clips or coordinate convention changes.

Verify intermediate transforms during a finite transition, including upper-body
settling. A correct mixer weight does not prove a continuous visible pose. Keep
straight and steering variants phase-compatible. Document any root-motion or
contact-IK system separately from phase selection.

## Bind events and validate

Use actual contact/release markers and the game's authoritative clock. Some
custom animation players do not dispatch imported AnimationEvents; verify the
chosen route rather than assuming it. Cancellation must suppress events that
have not happened. Check attack variants, death, pauses and repeated commands.

Exercise left/right, small/large and reversed turns; Walk/Run exits; Stop/arrival;
turn-to-attack; death; disable/re-enable and any storage flow. Review normal speed
from the game camera as well as isolated clip playback. Preserve material/team
bindings, existing prefab GUIDs and unchanged gameplay values.

Deliver the bone/clip mapping, runtime configuration, source contact times,
verified interruption cases and native evidence. Mark missing clips explicitly.
Example: integrate a robot's quarter-turns without changing its movement speed;
prove a partial turn can enter Run without swapping the supporting foot.
Dependencies: approved clips, their editable source/manifest and engine access.

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Revisar antes de instalar: Evitar instalación automática

Licencia: MIT

  • Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required
  • Falta aprobación de revisión por IA
  • This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.
  • Quality score needs review
  • Review status: AI review approval is missing
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Las herramientas son indicios de metadatos, no compatibilidad probada. Los prompts son sugerencias.

Empieza con una tarea pequeña

  1. 1Lee la fuente y confirma entradas, resultados, dependencias y permisos.
  2. 2Pide un plan al agente. Aprueba la configuración y los costes antes de probar en un entorno aislado.
  3. 3Comprueba resultados y archivos modificados. Informa solo de lo ejecutado y conserva la revisión de la fuente.

Consulta dependencias, claves API y costes externos en la fuente. Un repositorio público no implica servicios gratuitos.

Fuente y notas de uso

IndexadoRevisión estática

Los metadatos y revisiones son orientativos. Popularidad, descubrimiento y ejecución correcta son hechos distintos.

Repositorio fuente
witnesstodark/mr-mak-workspace
Licencia
MIT
Versión
Unknown
Último push de GitHub
30 sept 2026
Registro actualizado
30 sept 2026

Versión declarada en el registro; consulta las versiones de la fuente.

Calidad

65/100

Prometedor

Confianza

72/100

Solo sandbox

Auditoría

80/100

Riesgoso

  • Potential broker, wallet, exchange, or real-money execution surface; sandbox and explicit approval are required
  • Falta aprobación de revisión por IA
  • This skill may touch real-money trading, broker, wallet, or exchange operations; use only in a sandbox with explicit approval.
  • Quality score needs review
  • Review status: AI review approval is missing
Verified installs
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Resultados
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Copiar no es instalar. Los recuentos requieren un informe de instalación correcta, no garantizan calidad general.

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Más detalles
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