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aluminumBathaluminumBath/unity-meshy-studio/skills/unity-animation/SKILL.md

unity-animation

Skill0 starsChanged 4 months agoMITView on GitHub

Build and validate Unity Animator, Animation Rigging, avatars, root motion, state machines, blend trees, transitions, IK, and imported clips.

2 other projects use a version of this.

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Most recently taken up by

The file

We split this skill into the rules it gives an agent

1 rule. About 0 are common, 1 is distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈1

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Avoid controllers with uncontrolled Any State transitions and ambiguous parameters written from many systems.

    line 20

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Unity Animation

Validate avatar mapping and source rig before building controllers.

Check:

  • Humanoid versus Generic choice
  • root node and root motion ownership
  • clip ranges, loop pose, foot IK, and cycle offset
  • transition interruption and exit-time behavior
  • parameter naming and write ownership
  • foot sliding, contact stability, clipping, and joint collapse
  • Animator layer masks and additive assumptions
  • animation events and duplicated callbacks
  • network or save-state implications

Avoid controllers with uncontrolled Any State transitions and ambiguous parameters written from many systems.

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