blushneybusiness-glitch/roblox-omniskills/rbx-anim-rigs
Claude Code and agent skill by blushneybusiness-glitch/roblox-omniskills
- community
Checking that the SKILL.md file is still in the repository.
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-rigsSKILL.md
rbx-anim-rigs
Laws
- Animator or nothing. Load tracks through the
AnimatorunderHumanoid(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.
- 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.
- 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.
- Priority is the contract. Idle < Movement < Action < Action2–4;
Coreis 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.
- 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
- Rig audit —
inspect_instancethe model: Motor6D chain intact,PrimaryPartset,
Humanoid vs AnimationController decided. Inserted rigs pass the modelscan gate (Sourcing) before any of their scripts run.
- Load — create
Animationinstances with verified ids,animator:LoadAnimationthem
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.
- Prioritize — assign the law-4 ladder per track; looped idles
Looped = trueat
Idle priority so movement wins automatically.
- 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.
- 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.
- Verify —
start_stop_play, watch the rig move, readget_console_outputfor
"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
- ☐
LoadAnimationcalled 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
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingskills/rbx-anim-rigs/SKILL.md
Popularity
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