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
- 01Inspect clip and joint names
- 02Choose playback or state graphs
- 03Validate blend parameter ranges
- 04Check retargeting path compatibility
- 05Verify joint motion at runtime
Use cases
- 01Set up a single animation clip
- 02Build blended animation transitions
- 03Diagnose frozen or partial poses
- 04Check animation retargeting compatibility
Install
Copy the command and run it in a terminal.
$
npx skills add https:/ / github.com/ playcanvas/ skills --skill configure-animationAfter installing, type/configure-animationin Claude Code to confirm it loaded.
Bundled files
References and scripts installed along with SKILL.md.
references/direct-engine.mdreact.mdweb-components.mdDetails
From the project READMEAnimation 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
AnimStateGraphfrom an official animation example withfind-examples. - Put the
animcomponent 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
animationTargetspath, minus its.translation,.rotation,.scale, or.weightssuffix, matches a destinationnodePathsentry 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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