
Combat animation standard
Build and review game character attacks so arms, hands and weapons look natural and never break
- Repository
- MengTo/Skills
- Stars
- 7,187
- Licence
- MIT
- Files
- 15 files
What it does
Teaches an AI agent a detailed workflow for making game character combat animations (sword strikes, bow shots, spells, monster attacks) look believable. The agent follows a written set of numbered anatomy rules, runs measurements on the rigged character to catch stretched or twisted arms, and uses blind side-by-side reviews to judge results before shipping. It is built around one specific game project and its tools, so it is most useful as a reference method for people working on similar animation pipelines.
Great for
- Game developers or animators reworking melee, bow or spell animations in a Unity, Godot or similar pipeline with a skinned rig
- Teams that want a repeatable checklist and measurement tests for arm and hand plausibility
- Anyone who wants an agent to review animation frames against written rules
Skip it if
- Simple animation tasks or non-game work, since the rules and tools are specific to skinned humanoid combat rigs (the files reference a particular project and its paths)
- Projects that cannot run the bundled Node and Python measuring scripts, because the agent will struggle to follow the measurement steps without them
- Users expecting a one-click animation generator; the skill guides process and checks rather than producing finished animations
Try asking
- “Check my sword strike animation for stretched or broken arm frames and tell me which frames break the rules”
- “Write a numbered animation standard for a new bow draw and shot before I change any keys”
- “Set up the measuring tools in my game checkout and run the arm-range test on the knight attacks”
- “Score these two animation sheets blind and tell me which one has better arms and hands”
Install in 3 steps
- 1
Download the skill
The ZIP contains the 15 original files, the MIT licence and an attribution note.
game-dev-combat-animation.zip - 2
Add it to your agent
Claude Code (all projects)
mkdir -p ~/.claude/skills && unzip game-dev-combat-animation.zip -d ~/.claude/skills/Claude Code / Agent SDK (this project only)
mkdir -p .claude/skills && unzip game-dev-combat-animation.zip -d .claude/skills/Claude apps (web/desktop): Settings → Capabilities → Skills → Upload skill, and choose the ZIP.
- 3
Ask for the task
No special command needed — the agent reads the skill's description and loads it when your request matches. Try one of the prompts above.
Get better results
- Run scripts/install.sh from inside the game checkout first; it refuses to proceed unless the project is recognized and .dream-loop/ is gitignored
- Read the referenced project notes and traps file before editing keys, as the skill instructs, to avoid repeating known mistakes
- Ask the agent to restore a bug temporarily when adding a test, so you can confirm the test actually fails
What's inside
- references/review.md
- references/rules.md
- references/techniques.md
- references/thornvigil.md
- references/traps.md
- scripts/install.sh
- scripts/tools/ab-pack.py
- scripts/tools/anchor.mjs
- scripts/tools/armcheck.mjs
- scripts/tools/at.mjs
- scripts/tools/baketime.mjs
- scripts/tools/drawfit.mjs
- scripts/tools/face.mjs
- scripts/tools/host.html
- SKILL.md
Redistributed unmodified from MengTo/Skills under the MIT licence. The assessment was drafted with AI from the skill's files on 2026-10-29. Skills can instruct your agent to run code — read SKILL.md and any scripts before installing.