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3d Animation Pipeline

Community
MRCalderon3D
3d-animation-pipeline

Define authoring, export, root motion, and retargeting rules for skeletal 3D animation clips.

Overview

PublisherMRCalderon3D
Repositoryeverything-game-dev-code
Skill name3d-animation-pipeline
Stars
85
Forks
13
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by MRCalderon3D on GitHub. Read the source before you install it.

Installation

Install the 3d Animation Pipeline AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/MRCalderon3D/everything-game-dev-code.git /tmp/everything-game-dev-code
mkdir -p .claude/skills
cp -r /tmp/everything-game-dev-code/skills/art-audio-content/3d-animation-pipeline .claude/skills/3d-animation-pipeline
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable 3d Animation Pipeline in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads 3d Animation Pipeline on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so 3d Animation Pipeline is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

3D Animation Pipeline

Purpose

Define authoring, export, root motion, and retargeting rules for skeletal 3D animation clips so they play correctly, blend cleanly, and stay within budgets.

Use When

  • the project uses skeletal 3D animation and clip conventions are undefined
  • root motion versus in-place locomotion has not been decided explicitly
  • clips from different animators or sources blend badly or drift

Inputs

  • animation list per character (locomotion set, actions, reactions, deaths)
  • the rig conventions from the rigging pipeline
  • root motion policy needs (gameplay-driven vs animation-driven movement)
  • target runtime's clip, compression, and blending capabilities

Process

  1. define clip naming and organization per character/family (entity_action_variant), with loop flags and frame ranges documented
  2. decide the root motion policy explicitly per locomotion type — animation-driven (root motion) or gameplay-driven (in-place plus speed sync) — and keep it consistent; mixed policies are the main source of foot sliding
  3. standardize authoring rules: frame rate, keyed rest pose at frame 0, no scale keys unless agreed, and consistent root bone treatment on export
  4. define blend and transition expectations per clip type (sync markers for locomotion cycles, exit windows for actions) so state machines can rely on them
  5. set retargeting rules for shared clips: which clips are family-shared, which are character-specific, and the validation pose to verify after retarget
  6. budget clip memory and choose compression settings per category; validate that compression does not visibly damage contact points (feet, hands)
  7. validate every clip batch in the runtime — playback, loops, blends, root motion distance — before integration is considered done

Outputs

  • clip naming/organization convention with loop and range metadata
  • root motion policy per locomotion/action category
  • blend/transition contract (sync markers, exit windows)
  • compression and memory budgets plus the clip validation checklist

Quality Bar

  • locomotion shows no foot sliding: root motion or speed sync matches clip distance
  • loops are seamless and sync markers keep blended cycles in phase
  • retargeted shared clips pass the validation pose on every family member
  • clip memory stays within budget at shipping compression settings

Common Failure Modes

  • mixed root-motion and in-place clips driving the same character, causing drift and sliding
  • loop frames duplicated or missing, popping at every cycle
  • compression applied globally until contacts visibly swim, then disabled globally
  • clips authored against a stale rig and exported with silent bone mismatches

Related Agents

  • animation-programmer
  • technical-artist

Related Commands

  • art-3d-pass
  • animation-pass
  • perf-budget

Related Skills

  • rigging-skinning-pipeline
  • animation-state-patterns
  • 2d-animation-pipeline

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
  • Boundary: this skill owns clip authoring/export conventions; animation-state-patterns owns runtime state-machine architecture; 2d-animation-pipeline owns sprite and skeletal-2D equivalents.

Frequently asked questions

What does the 3d Animation Pipeline AI skill do?

Define authoring, export, root motion, and retargeting rules for skeletal 3D animation clips.

Why use 3d Animation Pipeline on TypingMind?

Because you install it once and use it with any model. 3d Animation Pipeline is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install 3d Animation Pipeline in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/MRCalderon3D/everything-game-dev-code/tree/main/skills/art-audio-content/3d-animation-pipeline. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use 3d Animation Pipeline?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with 3d Animation Pipeline?

As many as you like. As long as a model supports skills, you can use 3d Animation Pipeline with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the 3d Animation Pipeline AI skill free?

Yes. It is published on GitHub by MRCalderon3D under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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