animation-blend

Installation
SKILL.md

Animation blend

This skill owns presentation pose composition, not gameplay state or hit timing. animation-graph selects/coordinates animation states/layers; movement owners define displacement policy.

Compatible displacement columns

Column Gameplay displacement owner
procedural-loco locomotion/physics code
root-motion authored root motion consumed by the gameplay movement solver
hybrid published state-dependent ownership with one displacement application

Rules

  1. Weighted blends/additives/interpolation paint a rendered pose from authoritative animation/gameplay state; they do not extend active hit frames or cancel windows.
  2. Blend duration/easing/inertialisation are authored in time/state units appropriate to the runtime, not a universal 2–6 frame fade.
  3. Root-motion extraction/application has one explicit gameplay owner. Visual blending must not double-apply root displacement.
  4. Aim/look overlays declare mask/weight/reference space and do not silently rotate gameplay facing/collision unless the owning gameplay contract requests it.
  5. Foot contact repair delegates to ik-foot-locking; blend output remains a source pose rather than a second locomotion solver.
Installs
5
GitHub Stars
13
First Seen
Oct 13, 2026