blushneybusiness-glitch/roblox-omniskills/rbx-anim-cutscenes

Claude Code and agent skill by blushneybusiness-glitch/roblox-omniskills

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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-cutscenes

SKILL.md

rbx-anim-cutscenes

Laws

  1. 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.

  1. Restore everything you took. CameraType = Scriptable on 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.

  1. 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.

  1. 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.

  1. Three to five shots, held. Ease InOut on every move ≥ 1s, hold each framed shot

≥ 1.5s, total intro ≤ 15s. Ten-shot epics are how players learn to hate your game.

Passes

  1. 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.

  1. Camera path — Scriptable camera tweened between framed CFrames (Quad/InOut per

law 5), waypoint table driven by one loop with per-shot holdTime — never four nested Completed callbacks. Letterbox + CoreGui hide from rbx-camera-cutscene.

  1. Actors — rig actors play tracks via rbx-anim-rigs; props move via rbx-anim-tween

choreography; every actor beat sits in the same timestamp table as the camera so one clock owns the scene.

  1. 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.

  1. Skip & exit — law-1 skip wiring, law-2 single exit function, character anchored at a

known CFrame during the scene and released after.

  1. 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

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  • Model reviewPassed

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