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

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

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Animator and KeyframeSequence work on jointed rigs — loading, prioritizing, blending, and marker-syncing AnimationTracks so characters and custom creatures move like they were animated by hand, with the auth-gated upload path handled cleanly. Use when the user says "play an animation", "animate this rig", "upload my animation", "add animation events", or when an animation won't play, a rig T-poses, or two animations fight each other. Do not use for jointless world objects — load rbx-anim-tween — or for assembling full NPC idle/walk/attack sets — load rbx-anim-npc instead.

Install

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

SKILL.md

rbx-anim-rigs

Laws

  1. Animator or nothing. Load tracks through the Animator under Humanoid (or an

AnimationController for non-Humanoid rigs — props, creatures, cutscene actors). Never the deprecated Humanoid:LoadAnimation path. Custom rigs need Motor6D joints and a PrimaryPart root before any track will bind.

  1. Never invent an AnimationId. Ids come from the catalog verified this session, from

asset-library.md (pcall re-verified), or from the user's own uploads — per asset-id-policy.md. A guessed id plays nothing and fails silently.

  1. Uploads are auth-gated. Publishing a KeyframeSequence requires an authenticated upload

this environment cannot perform. Ship the playback code complete with 0 -- TODO AnimationIds and queue the upload through rbx-handoff-uploads — never stall the build waiting for auth.

  1. Priority is the contract. Idle < Movement < Action < Action2–4; Core is Roblox's,

don't override it. Two tracks fighting the same joints resolve by priority then weight — set both deliberately, never rely on load order.

  1. Markers gate cosmetics, the server gates gameplay. GetMarkerReachedSignal("HitFrame")

times sounds, particles, and hitbox visuals on the client; damage, pickups, and any state change from an animation frame are computed and validated server-side. A client reporting "my swing landed" is a claim, not a fact.

Passes

  1. Rig audit — inspect_instance the model: Motor6D chain intact, PrimaryPart set,

Humanoid vs AnimationController decided. Inserted rigs pass the modelscan gate (Sourcing) before any of their scripts run.

  1. Load — create Animation instances with verified ids, animator:LoadAnimation them

ALL at spawn: first load yields on download, and yielding inside an attack handler is a felt hitch. Store tracks in one table keyed by intent.

  1. Prioritize — assign the law-4 ladder per track; looped idles Looped = true at

Idle priority so movement wins automatically.

  1. Blend & play — Play(0.2) fade-in, Stop(0.3) fade-out; cross-fade by overlapping

the two windows. AdjustSpeed to match gameplay values (walk anim speed tied to WalkSpeed / authored speed) instead of authoring one track per speed.

  1. Wire markers — footsteps, hit frames, cast releases via GetMarkerReachedSignal,

each firing sound + VFX at the exact frame; match PlaybackSpeed of synced sounds to any AdjustSpeed applied.

  1. Verify — start_stop_play, watch the rig move, read get_console_output for

"Animation failed to load" lines; a T-pose means a broken Motor6D chain or an unloadable id — recheck passes 1–2 before touching code.

Sourcing

Tiers per asset-id-policy.md: asset-library.md first (pcall re-verified — moderated animation ids die silently), then Roblox catalog animations verified in-session, then search_asset → insert_asset for rigs and animation packs from the Creator Store. Every Creator Store insert passes rbx-security-modelscan before its scripts run — animation packs ship with scripts more often than they need to. Custom KeyframeSequences the user authored route through rbx-handoff-uploads for the publish step.

Performance budget

Preload every track at character/NPC spawn, never in the input handler. One Animator per rig; destroy tracks (track:Destroy()) when the rig despawns — leaked AnimationTracks hold their KeyframeSequences in memory. Keep concurrently-playing tracks per rig ≤ 4 (idle + movement + one action + one additive) — beyond that, blending costs and readability both degrade.

Load with

rbx-handoff-uploads — the moment a custom KeyframeSequence needs publishing, don't ask. rbx-security-modelscan on every inserted rig or pack. rbx-anim-npc when the request is a full behavior set rather than single-track mechanics; rbx-script-debug after two failed won't-play hypotheses.

AI-tells

  • ☐ AnimationId invented or recalled from memory instead of verified this session
  • ☐ LoadAnimation called inside the attack/input handler (first-use hitch)
  • ☐ All tracks left at default priority, resolving by accident of load order
  • ☐ Damage dealt client-side from a marker signal with no server validation
  • ☐ T-posing rig shipped with a "should work" comment instead of a rig audit
  • ☐ Tracks never destroyed on despawn; Animator connections leaked
  • ☐ Build blocked waiting for an upload instead of 0 -- TODO + handoff queued

Memory

Read: asset-library.md for proven animation ids style-tagged per game; the game's projects.md block for rig conventions and existing track tables. Write: every verified animation id that ships into asset-library.md with rig type and intent tag; pending uploads into the game's projects.md manual steps pending: list; reusable AnimationLoader modules into module-library.md.

Security

  • Security scanPassed, 95 of 100Pattern checks on the skill's files.
  • Model reviewPassed

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