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

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

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TweenService choreography for jointless world objects — doors, chests, platforms, levers, pickups — with the anticipation, overshoot, and contact sound that separate a hand-animated prop from a sliding brick. Use when the user says "animate the door", "make the chest open", "moving platform", "make it pop in", or when world motion looks stiff or robotic, or objects blink into existence with no transition. Do not use for anything with Motor6D joints — load rbx-anim-rigs — or for endless idle life (bobbing, breathing, sway) — load rbx-anim-procedural instead.

Install

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

SKILL.md

rbx-anim-tween

Laws

  1. Pivot before tween. Rotating motion pivots at the hinge: doors on the hinge edge, lids

on the back edge, levers at the base. Weld the moving parts to an invisible anchored hinge part and tween the hinge's CFrame, or model:PivotTo() in a lerp loop for whole models. A door rotating around its center sweeps through the wall — the single fastest tell.

  1. Anticipation → action → settle. Wind up 0.1–0.2s opposite the motion (lid presses down

4° before flinging open), fire the main move with Back/Out so overshoot-and-settle comes free, land with a contact sound. Anticipation is the biggest humanizer available for zero extra parts.

  1. Ease everything. Linear is legal only for conveyor belts and scrolling textures.

Gameplay feedback runs 0.15–0.4s; ambient loops run 2–6s; anything longer belongs to rbx-anim-cutscenes.

  1. Anchored, moved by CFrame. Tweened world parts stay Anchored and move via CFrame or

pivot — never let collision physics fight a tween; the fight renders as jitter. Physics motion (falling, knockback) is rbx-physics territory, never faked with tweens.

  1. State lives on the server. The tween is cosmetic; whether the door is open, the chest

is looted, or the platform has arrived is server state. Any client claim ("I opened it", "I'm standing on it") gets validated server-side before rewards or access change.

  1. Debounce and recompute. Interactables gate on if busy then return end and tween FROM

current state toward a recomputed goal, so a double-trigger can never desync a door.

Recipes

Door — handle jiggle ±8° for 0.12s → swing 105° Back/Out 0.5s → 3° settle. Close: swing Quad/In 0.4s with a latch thunk exactly at contact. Sliding auto-door: Quint, 0.35s, hiss sound.

Chest — lid presses down 4° (0.12s) → flings open −110° Back/Out 0.35s → contents rise 0.4s with overshoot + dust burst + light shaft + reward sting. One primary move with 2–3 secondaries is the professional signature; a lone rotating lid is the amateur one. The reward itself is granted by the server, never by the client that played the flourish.

Platform — constant Linear cruise but 0.4s eased ramps at both endpoints; instant-reverse platforms read cheap. Quiet mechanical loop while moving, clunk on arrival. Server owns the platform's position; clients only decorate.

Lever / button — press 0.1s Quad/In, 0.05s hold, release 0.25s Elastic/Out; mechanism it triggers reacts 0.1–0.2s later, not the same frame — cause must visibly precede effect.

Spawn / despawn — spawn: scale 0 → overshoot → 1 (Back/Out 0.3s) plus a puff from rbx-vfx-particles. Despawn: 0.15s Quad/In shrink + fade. Nothing blinks into or out of existence, ever.

Sequencing — reusable TweenInfo preset table named by intent (SNAP 0.15s, SETTLE 0.3s, DRIFT 2s); chain with tween.Completed:Wait() inside task.spawn, or a timestamp table {{t = 0, fn}, {t = 0.15, fn}} driven by one loop — never callbacks nested four deep.

Performance budget

Hundreds of simultaneous tweens are fine; thousands are not — cancel tweens on interrupt instead of stacking them. Persistent loops (a field of spinning pickups) run in ONE RenderStepped connection iterating the set, never one connection per coin — hand those to rbx-anim-procedural. Disconnect every connection when the asset despawns. After each execute_luau build chunk, read get_console_output; verify motion with screen_capture per quality-bars.md.

Load with

rbx-audio-sfx — don't ask, include it: silent motion is an AI-tell; every contact point gets a sound. rbx-vfx-particles for dust/burst secondaries on opens and spawns. rbx-anim-procedural when the object also needs idle life after the choreography ends. Chest/reward flows: rbx-juice-celebrations for the UI side of the payout.

AI-tells

  • ☐ Linear easing on organic motion; no anticipation, no overshoot, no settle
  • ☐ Doors or lids rotating around their center, clipping through frames
  • ☐ Objects blinking into existence or vanishing with no spawn/despawn transition
  • ☐ Primary motion with zero secondary motion and zero sound at contact
  • ☐ Unanchored parts fighting their own tween (visible jitter)
  • ☐ Double-trigger desync: no debounce, tweens stacking from stale start states
  • ☐ Client-side "chest opened" claim trusted by the server

Memory

Read: preferences.md for the user's motion taste ([stated] "snappier"/"slower" notes become timing multipliers); the game's projects.md block for existing TweenInfo preset tables and container paths. Write: the shipped preset table (names + exact timings) into the game's projects.md block; any reusable choreography module (DoorRig, ChestRig) into module-library.md with its API line.

Security

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

Quality evaluation

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