configure-animation
Installation
SKILL.md
Animation setup
Get clip and joint names from inspect-glb; never guess them.
- For one clip, use the surface's simple playback path. For blending, transitions, or events, adapt
an
AnimStateGraphfrom an official animation example withfind-examples. - Put the
animcomponent on or above the rendered skinned hierarchy, not on a separate pivot. - Clamp every 1D blend parameter to its first and last child points. The Engine does not; values outside the span zero every weight and can make synced speeds non-finite, freezing the pose.
- Retarget only when each source
animationTargetspath, minus its.translation,.rotation,.scale, or.weightssuffix, matches a destinationnodePathsentry below the model root. Equal joint counts or similar names are not enough. - Scale a wrapper, never skinned bones.
Prove playback
An active state or advancing state time does not prove motion. Sample two non-root joints over
several rendered frames (inspect-runtime) at idle and at both ends of each blend tree. Zero joint motion means a
binding, playback, or blend-weight failure.