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configure-animation

configure-animation

github.com/playcanvasDevelopment31310 installsUpdated 1w ago
Repository

About configure-animation

A skill for setting up and diagnosing Engine animations. It helps developers select playback or blending approaches, validate rig paths and weights, and verify motion at runtime.

Key features

  1. 01Inspect clip and joint names
  2. 02Choose playback or state graphs
  3. 03Validate blend parameter ranges
  4. 04Check retargeting path compatibility
  5. 05Verify joint motion at runtime

Use cases

  1. 01Set up a single animation clip
  2. 02Build blended animation transitions
  3. 03Diagnose frozen or partial poses
  4. 04Check animation retargeting compatibility

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/playcanvas/skills --skill configure-animation

After installing, type/configure-animationin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
direct-engine.md
react.md
web-components.md

Details

From the project README

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 AnimStateGraph from an official animation example with find-examples.
  • Put the anim component 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 animationTargets path, minus its .translation, .rotation, .scale, or .weights suffix, matches a destination nodePaths entry 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.

Diagnose

  • T-pose: no clip assigned, target paths differ, or the anim component sits outside the rendered hierarchy.
  • Frozen pose: an unclamped blend input or a non-finite speed.
  • Partial or exploded motion: incompatible rigs.

Read only the reference matching the code: direct Engine, React, or Web Components.

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