animation-graph
Skill12 starsChanged 23 days agoMITView on GitHub
Use when multiple animation states, clips, layers, masks or requests compete for a character pose and need deterministic selection/composition tied to authoritative gameplay state without creating another gameplay clock.
In this repository194 other files it gives its agents.
- llms.txtllms.txt
- hd-sprite-sequenceSkill
- pixel-animationSkill
- skin-weightsSkill
- spine-skeletalSkill
- sprite-atlasSkill
- sprite-catalogSkill
- sprite-skinSkill
- art-bibleSkill
- asset-pack-intakeSkill
- character-rigSkill
- materialsSkill
- model-pipelineSkill
- open-asset-fixtureSkill
- vfx-generateSkill
- a11y-controlsSkill
- ability-gateSkill
- action-feelSkill
- ad-breakSkill
- adventure-toolSkill
- aggro-tableSkill
- aim-assistSkill
- ammo-reloadSkill
- analytics-funnelSkill
- animation-blendSkill
- asset-runtimeSkill
- attack-tellSkill
- audio-busesSkill
- audio-feelSkill
- avatar-createSkill
- balance-designSkill
- boss-designSkill
- browser-inputSkill
- camera-anti-clipSkill
- camera-modestySkill
- camera-shotsSkill
- cert-handoffSkill
- chemistry-verbsSkill
- climb-vaultSkill
- cloud-saveSkill
- collision-layersSkill
- combo-designSkill
- cover-shooterSkill
- cover-spaceSkill
- crafting-loopSkill
- currency-dualSkill
- cutscene-handoffSkill
- day-nightSkill
- death-carrySkill
- debug-slateSkill
- deck-buildSkill
- dialogue-beatSkill
- dialogue-flagsSkill
- difficulty-designSkill
- dodge-iframeSkill
- durability-economySkill
- encounter-designSkill
- enemy-aiSkill
- enemy-fireSkill
- enemy-kit-balanceSkill
- The first 60 shown.
The file
Files
Animation graph
This skill owns the animation state/layer composition graph. It consumes gameplay state/events; it does not own attack legality, hit timing, movement decisions or global time.
Compatible columns
loco-base | overlay-attack | hit-react | cinematic
They describe common layer/request roles and may be composed according to project data.
Request/layer contract
Each animation request declares an ID, source gameplay state/event, layer/mask, priority or blend rule, weight/lifetime/end condition, root-motion contribution policy and interruption/transition rule.
Multiple clips may legitimately contribute to the same bone channel through weighted blending. Determinism comes from explicit layer/mask/weight/priority rules, not from banning overlap.
Rules
- Authoritative gameplay state decides which requests are valid; an animation completing cannot invent a new attack or cancel by itself.
- Layers/masks/weights are presentation composition. Stable ordering/tie rules are explicit where multiple requests compete.
- Hitstop/pause may freeze or hold an animation phase according to the project presentation policy; do not assume an engine-specific skeleton
timeScaleAPI or freeze the world ticker. - Root motion and locomotion/physics have one published displacement application path; extraction from blended clips must not double-move the body.
- 2D skeletal tracks follow the same ownership principle: layered composition is allowed and named rather than mapped to one universal track layout.
- IK/post-process systems consume the composed pose after graph evaluation unless the project explicitly defines another pipeline.
Accept
For transition, interruption, overlapping-layer and pause/hitstop cases, log valid request IDs, layers/masks/weights and displacement owner. Reordering unrelated containers does not change selected logical animation requests, and animation presentation cannot change gameplay legality.
Retargeted clip handoff
Consume character-rig's retarget record when source clips change. Preserve its root policy and clip identity through graph composition; test loop wrap, interruption and collision-resolved displacement. This graph owns composition, not a second skeleton mapping or displacement integrator.
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