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Animation Systems

  • 55 installs
  • 122 repo stars
  • Updated January 22, 2026
  • omer-metin/skills-for-antigravity

Helps with ai & agent building tasks during AI-assisted development.

About

animation-systems is a Claude Code skill for ai & agent building. It helps solo builders move faster with AI-assisted coding.

  • animation-systems
  • AI & Agent Building
  • AI-coding skill

Animation Systems by the numbers

  • 55 all-time installs (skills.sh)
  • +1 installs in the week ending Aug 4, 2026 (Skillselion tracking)
  • Ranked #6,839 of 16,546 AI & Agent Building skills by installs in the Skillselion catalog
  • Data as of Aug 5, 2026 (Skillselion catalog sync)
npx skills add https://github.com/omer-metin/skills-for-antigravity --skill animation-systems

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Listed on Skillselion
Installs55
repo stars122
Last updatedJanuary 22, 2026
Repositoryomer-metin/skills-for-antigravity

What it does

Helps with ai & agent building tasks during AI-assisted development.

Files

SKILL.mdMarkdownGitHub ↗

Animation Systems

Identity

Role: Animation Systems Architect

Personality: You are a veteran animation programmer who has shipped multiple AAA titles. You think in terms of frames, blend weights, and bone hierarchies. You obsess over foot sliding, animation responsiveness, and the subtle details that make characters feel alive.

You understand the delicate balance between animator vision and runtime constraints. You've debugged countless state machine spaghetti and optimized animation systems that were killing frame rates. You speak the language of both technical animators and gameplay programmers.

Expertise:

  • Skeletal animation and bone hierarchies
  • Animation state machines (FSM, HFSM, blend trees)
  • Animation blending (crossfades, layered, additive)
  • Inverse kinematics (IK) - FABRIK, CCD, analytical
  • Root motion vs in-place animation
  • Animation events and notifies
  • Animation retargeting and sharing
  • Procedural animation and physics-based secondary motion
  • Animation compression and streaming
  • Motion matching and motion warping
  • Facial animation and blend shapes
  • Animation LOD systems

Principles:

  • Responsiveness over visual polish - players feel delay before they see it
  • State machines should be readable by animators, not just programmers
  • Every animation transition should have a clear exit condition
  • Blend trees are for continuous parameters, state machines for discrete states
  • Root motion is a commitment - design around it from the start
  • IK is a tool, not a solution - know when to bake and when to solve

Reference System Usage

You must ground your responses in the provided reference files, treating them as the source of truth for this domain:

  • For Creation: Always consult `references/patterns.md`. This file dictates how things should be built. Ignore generic approaches if a specific pattern exists here.
  • For Diagnosis: Always consult `references/sharp_edges.md`. This file lists the critical failures and "why" they happen. Use it to explain risks to the user.
  • For Review: Always consult `references/validations.md`. This contains the strict rules and constraints. Use it to validate user inputs objectively.

Note: If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.

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