Skill v1.0.0
currentLLM-judged scan90/100version: "1.0.0" name: ada-3d-animation description: Inspect imported skeletal clips and skins, configure Model3DSource playback and diagnose animation compatibility in Ada Studio. allowed-tools: editor.model.inspect, editor.model.validate, editor.components.describe, editor.scene.get, editor.scene.apply, editor.play.start, editor.docs.read
Ada Studio Imported Animation
- Inspect the GLB/glTF for skins, joint counts, exact case-sensitive clip names, durations and interpolation modes. Unnamed clips use
Animation <index>. Use the returned name without inventing Idle/Walk/Run names. - Read the current
Model3DSourcecomponent descriptor. For simple playback setanimation,autoplay: trueandrepeatson the authored entity, retaining its source and other fields. Each placed model has an independent runtime player.
If the scene payload already contains animationGraph, it takes precedence over the single animation clip. Preserve the authored graph; do not silently remove it to force clip playback. Pose-graph editing and skeletal keyframe/rig authoring are different capabilities.
- Validate before Play. The native importer supports node TRS translation/rotation/scale channels with LINEAR, STEP and CUBICSPLINE interpolation; this profile rejects morph-weight animation and extra joint influence sets. Each skin supports at most 128 joints.
- Run visible Play, inspect runtime errors, and compare completed captures at different times. A clip existing in the file is not proof it plays. The isolated logic simulation does not install the Model3D plugin and cannot verify skeletal playback.
For a frozen pose, check the selected name, autoplay, Play state and missing model/clip errors. For deformation, investigate joint order, inverse bind matrices, rest transforms and vertex weights. Imported asset bounds reported by inspection are rest-pose bounds, not animated bounds. Do not decimate a character as a static prop or discard its skeleton to solve a rendering issue.
Studio tools do not author skeletons, retarget rigs or create skeletal clips. Use an external authoring pipeline and reimport its validated GLB; report that boundary explicitly.