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

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

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Complete NPC animation sets — idle, walk, attack, emote — assembled from catalog animations and custom tracks so every NPC reads alive from spawn to despawn instead of gliding around in a T-pose. Use when the user says "animate the NPC", "give the shopkeeper an idle", "add attack animations", "make it emote", or when NPCs slide without walking, stand frozen, or every NPC in a scene moves in identical lockstep. Do not use for single-track Animator mechanics or uploads — load rbx-anim-rigs — or for the behavior logic deciding WHEN to attack — load rbx-npc-statemachines instead.

Install

npx vskill@latest install blushneybusiness-glitch/roblox-omniskills/rbx-anim-npc

SKILL.md

rbx-anim-npc

Laws

  1. Four states minimum. An NPC ships with idle, walk, attack (or interact), and one

flavor emote — anything less reads as a mannequin. Shop NPCs swap attack for a greet/wave; ambient NPCs swap it for a second idle variant.

  1. Play on the server Animator. Server-owned NPCs load and play tracks on the server so

playback replicates to every client for free. Client-side NPC animation is only for purely-local actors (lobby dioramas, cutscene stand-ins).

  1. Priority does the switching. Idle at Idle, walk at Movement, attacks and emotes

at Action — start the looped idle once at spawn and let priority bury it instead of stopping/starting tracks per state change.

  1. Telegraphs are animation, damage is server math. The attack animation's windup IS the

dodge window (rbx-npc-combat owns the timing doctrine); the damage lands from server-side hit logic at the marker time — never from any client's report of what it saw.

  1. Desynchronize the crowd. Identical NPCs start idles at random offsets

(track.TimePosition = math.random() * track.Length) and ±10% AdjustSpeed jitter. A row of guards breathing in unison is a top-three scene tell.

Passes

  1. Rig intake — R15/R6 catalog rig or custom creature decided; inserted rigs and

animation packs pass the modelscan gate (Sourcing) before their scripts run; inspect_instance confirms Motor6Ds + Animator.

  1. Set assembly — pick the four-plus tracks: Roblox catalog animation ids for humanoid

staples (verified this session, never from memory), custom tracks via rbx-anim-rigs where the catalog has nothing (creature attacks, bespoke emotes → 0 -- TODO + rbx-handoff-uploads).

  1. Load & ladder — preload all tracks at NPC spawn on the server Animator, priorities

per law 3, walk track speed slaved to Humanoid.WalkSpeed / authored speed so feet never skate.

  1. Hook the state machine — rbx-npc-statemachines states call one AnimSet:play(name)

API; the set module owns fades (0.2s in / 0.3s out) so states never touch tracks directly.

  1. Markers & sound — footsteps, swing whooshes, and impact stings from

GetMarkerReachedSignal with ±10% PlaybackSpeed variation per fire; silence on a moving NPC is an AI-tell.

  1. Verify — start_stop_play, walk the test character past the NPCs via

character_navigation, watch for skating feet, T-poses, and lockstep idles; read get_console_output for failed loads.

Sourcing

Tiers per asset-id-policy.md: asset-library.md first (pcall re-verified), then Roblox catalog animations for humanoid rigs verified in-session, then search_asset → insert_asset for Creator Store rigs and packs. Every Creator Store insert passes rbx-security-modelscan before any script runs. Custom tracks that need publishing queue through rbx-handoff-uploads while the set ships with 0 -- TODO ids.

Performance budget

One server Animator per NPC, tracks preloaded at spawn, destroyed at despawn. Past ~15 simultaneous animated NPCs, stagger non-visible updates and drop emote variety per rbx-npc-crowds — animation replication is cheap, but the AI driving it is not. Never run per-NPC RenderStepped work on clients for idles the Animator already handles.

Load with

rbx-npc-statemachines — the states this set animates; don't ask, include it on any NPC with behavior. rbx-anim-rigs for track mechanics and uploads, rbx-security-modelscan on every insert, rbx-audio-sfx for footsteps and swing sounds. Combat NPCs add rbx-npc-combat for telegraph timing doctrine.

AI-tells

  • ☐ NPC slides across the ground with no walk track, or feet skate against WalkSpeed
  • ☐ T-pose on spawn — set assembled but never preloaded or rig chain broken
  • ☐ Identical NPCs idling in perfect lockstep, zero offset or speed jitter
  • ☐ States stopping/starting every track manually instead of the priority ladder
  • ☐ Attack damage applied from the animation's client-visible frame, unvalidated
  • ☐ Animation ids recalled from memory instead of verified this session
  • ☐ Fully silent NPCs — no footsteps, no vocal/effort sounds at markers

Memory

Read: asset-library.md for proven animation-set ids tagged by rig type and game style; the game's projects.md block for NPC folder conventions and existing AnimSet modules. Write: every verified id that ships into asset-library.md (tagged idle/walk/attack/emote + rig); the AnimSet module into module-library.md; pending custom-track uploads into the game's projects.md manual steps pending: list.

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

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