blushneybusiness-glitch/roblox-omniskills/rbx-anim-cutscenes
Claude Code and agent skill by blushneybusiness-glitch/roblox-omniskills
- community
Checking that the SKILL.md file is still in the repository.
Scripted cutscenes — camera and actor choreography composed like a cinematographer shot them, always skippable, always restoring control cleanly. Use when the user says "add a cutscene", "intro sequence", "boss reveal", "camera pan across the map", or when an existing cutscene feels like a security-camera feed, traps players unskippably, or leaves the camera stuck after it ends. Do not use for camera path/letterbox mechanics in isolation — load rbx-camera-cutscene — or for gameplay camera rigs — load rbx-camera-controllers instead.
Install
npx vskill@latest install blushneybusiness-glitch/roblox-omniskills/rbx-anim-cutscenesSKILL.md
rbx-anim-cutscenes
Laws
- Skippable or it doesn't ship. Hold-to-skip (0.75s hold, radial fill indicator) wired
through rbx-input-bindings on every cutscene longer than 3s. The skip path runs the same cleanup as natural completion — one exit function, two entry points.
- Restore everything you took.
CameraType = Scriptableon entry; on ANY exit:
Custom restored, CoreGui restored via SetCoreGuiEnabled, letterbox retracted, character unfrozen. Wrap the body in pcall so an error mid-scene still runs the exit — a stuck Scriptable camera is a soft-locked player.
- The server never waits for the movie. Cutscenes are client-side theater. Rewards,
phase changes, and boss spawns are granted on server time; a client's "cutscene finished" message is a skip-ahead cue at most, never the trigger for state or loot.
- Compose like a photographer. Subject on thirds, leading room, never dead-center
eye-level unless the shot means confrontation. Dolly beats cut: push-in FOV 70→64 over 3s for drama, 15–25° orbit for reveals; cut only on beat changes.
- Three to five shots, held. Ease
InOuton every move ≥ 1s, hold each framed shot
≥ 1.5s, total intro ≤ 15s. Ten-shot epics are how players learn to hate your game.
Passes
- Storyboard — list shots as a timestamp table before any code: `{t, cframe, fov,
action}`. Name the ONE thing each shot exists to show; a shot without a job gets cut.
- Camera path — Scriptable camera tweened between framed CFrames (
Quad/InOutper
law 5), waypoint table driven by one loop with per-shot holdTime — never four nested Completed callbacks. Letterbox + CoreGui hide from rbx-camera-cutscene.
- Actors — rig actors play tracks via
rbx-anim-rigs; props move viarbx-anim-tween
choreography; every actor beat sits in the same timestamp table as the camera so one clock owns the scene.
- Sound bed — music sting or ambient bed under the scene, per-shot accents at cuts;
a silent cutscene reads as a bug, not a mood.
- Skip & exit — law-1 skip wiring, law-2 single exit function, character anchored at a
known CFrame during the scene and released after.
- Verify —
start_stop_play, watch the full scene AND a skipped scene, confirm camera
control returns both ways; get_console_output for errors; screen_capture key frames against the storyboard.
Performance budget
One RenderStepped/tween pipeline for the camera — never both fighting per frame. Preload actor tracks and stream the destination before the scene: teleport-style cutscenes call RequestStreamAroundAsync on the far location or the player watches unloaded ground. Total scene budget ≤ 15s intro, ≤ 8s mid-gameplay; letterbox in/out 0.4s each. Kill all scene connections in the exit function — a leaked RenderStepped keeps steering the camera forever.
Load with
rbx-camera-cutscene — the path/letterbox/focus mechanics; don't ask, include it. rbx-input-bindings for the skip hold, rbx-anim-rigs for actor tracks, rbx-anim-tween for prop beats, rbx-audio-music for the bed. Boss intros add rbx-juice-screenfx for the impact frame at the reveal.
AI-tells
- ☐ No skip, or skip that dumps the player without running cleanup
- ☐ Camera stuck in Scriptable after the scene (error path never restored it)
- ☐ Every shot dead-center eye-level — security-camera framing
- ☐ Hard cuts where a dolly/orbit should carry the beat, or moves under 1s
- ☐ Server state or rewards triggered by the client's "cutscene done" report
- ☐ Silent scene — no music bed, no accent at cuts
- ☐ Character visible frozen mid-air or walking in place during the scene
Memory
Read: preferences.md for pacing taste ([stated] "shorter intros" is a hard cap next time); the game's projects.md block for existing cutscene modules and camera conventions. Write: the shipped waypoint/timestamp scene format into module-library.md the first time it's built (every later cutscene reuses it); per-game shot-length and skip-timing choices into the game's projects.md block.
Security
- Security scanPassed, 95 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingskills/rbx-anim-cutscenes/SKILL.md
Popularity
- 7-day trend score
- 0
Not refreshed yet.
Works with
Any agent vskill installs to: 56 targets in all. These 39 have a page on this site.
- Claude Code
- Cursor
- GitHub Copilot
- Windsurf
- Codex
- Gemini CLI
- Cline
- Amp
- Roo Code
- Goose
- Continue
- Kilo Code
- Junie
- Trae
- OpenHands
- Qwen Code
- AI Agent
- Tabnine Chat
- Sourcegraph Cody
- Amazon Q
- Firebase Genkit
- Sweep
- Devin
- Phind
- Mentat
- Claude Desktop
- Aider
- GPT Pilot
- Plandex
- bolt.new
- v0
- Replit Agent
- Anse
- TypingMind
- BetterChatGPT
- LibreChat
- Warp AI
- Pieces
- Fig AI
Embed badge
[](https://verified-skill.com/skills/blushneybusiness-glitch/roblox-omniskills/rbx-anim-cutscenes)