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Skill

/octocode-mannequin

Use when posing, animating, or explaining a 3D human skeleton/manikin: anatomical joints, ROM clamps, walk/run/dance/backflip sequences, Three.js viewer, or agent-driven WebMCP figure control (reach/look_at). Phrases like pose the manikin, skeleton scheme, animate a walk cycle.

From plugin
octocode
93713 skills
Install
$ npx -y skills add bgauryy/octocode-mcp --skill octocode-mannequin --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/octocode-mannequin

Context preview

The summary Claude sees to decide when to auto-load this skill.

Use when posing, animating, or explaining a 3D human skeleton/manikin: anatomical joints, ROM clamps, walk/run/dance/backflip sequences, Three.js viewer, or agent-driven WebMCP figure control (reach/look_at). Phrases like pose the manikin, skeleton scheme, animate a walk cycle.

SKILL.md

octocode-mannequin.SKILL.md
name: octocode-mannequin
description: "Use when posing, animating, or explaining a 3D human skeleton/manikin: anatomical joints, ROM clamps, walk/run/dance/backflip sequences, Three.js viewer, or agent-driven WebMCP figure control (reach/look_at). Phrases like pose the manikin, skeleton scheme, animate a walk cycle. Not for general 3D scenes, physics/ragdoll, IK foot-locking, or mocap import."

Octocode Mannequin

Anatomically-named 22-bone humanoid rig (arms-down neutral, bilaterally mirrored) plus a movement protocol that clamps every joint to real range of motion, with a root 6-DOF channel (translate/pitch/yaw/roll) for travel, turns, jumps and backflips — a Node CLI, a self-contained Three.js viewer (grounded, smooth Catmull-Rom animation), and WebMCP tools an agent drives live. Flow: `SCHEME → COMMAND → CLAMP+FK → RENDER → DRIVE`.

Hard rules

1. `scripts/skeleton.mjs` is the single source of truth for bones/joints/ROM/movements; references and the viewer mirror it. The viewer re-implements the clamp/`sideSign`/FK math — any change must be made in BOTH files and re-verified (they must stay identical). 2. Movement commands use anatomical names valid for that joint, never raw signed degrees and never a movement outside the joint's allowlist — read `references/movement-protocol.md` before composing one; the CLI and the tools reject those. 3. Treat ROM values as rig defaults, not medical fact — read `references/rom-table.md` before quoting a limit.

Gate

Writing a viewer file (`viewer --out <file>.html`) overwrites that path, and agent-driving needs a fresh non-headless Chrome on a new port: confirm the output path and get the user's OK before the first write or browser launch.

Workflow

1. Run `node scripts/skeleton.mjs scheme` first to inspect bones + joint DOF/ROM/movements; for the hierarchy read `references/anatomy-scheme.md`, for the constraint model read `references/joint-constraints.md`, and for exact degrees read `references/rom-table.md`. 2. Compose a pose command using `references/movement-protocol.md`, run `node scripts/skeleton.mjs pose --cmd '...'`, read `warnings`/`clamped`; then validate an animation by running `skeleton.mjs sequence --file frames.json`. 3. To render, run `node scripts/skeleton.mjs viewer --out <file>.html [--pose pose.json]`, open it, drag sliders or call `window.applyPose`/`window.playSequence` from the console — ready animations live in `assets/` (`run-cycle.json`, `backflip.json`, `dance.json`, `idle.json` for alive breathing/sway); for the viewer's mechanics read `references/viewer-guide.md`. 4. To agent-drive it live, load `references/webmcp-agent.md` and serve the viewer's WebMCP tools over CDP — 11 tools incl. task-space `reach` (put a hand/foot at a world point) and `look_at`; `get_scheme.guide` is the frame/units contract. Discover, invoke, verify with `get_pose` or a screenshot.

Stop when: the pose verifies via `get_pose` or a screenshot; `clamped:true` shows the joint is already at its ROM limit (that is the answer — do not push past it); a movement is rejected as invalid for the joint (retry with the reported allowlist, never with raw degrees); `reach` returns `reached:false` with a residual distance (the target is out of range — re-target, do not re-invoke unchanged); tool discovery returns `WEBMCP_NO_TOOLS` or fewer than 11 tools (fall back to `window.applyPose` via `Runtime.evaluate`); screenshots come back blank (Chrome is headless — relaunch non-headless); or the request needs physics, IK foot-locking, or mocap (out of scope, say so).

When NOT this skill

General 3D scene setup, or physics/ragdoll simulation, IK foot-locking, balance, collision, or mocap (BVH/glTF) import. Motion is keyframed kinematics — a backflip is authored, not simulated; for why that scope was chosen read `references/references.md`.

Progressive refs

| Ref | When | |---|---| | `references/anatomy-scheme.md` | Building/explaining the bone hierarchy | | `references/joint-constraints.md` | DOF/constraint model + verified rotation directions per joint | | `references/rom-table.md` | Exact degree limits per movement | | `references/movement-protocol.md` | Writing/validating a pose command | | `references/viewer-guide.md` | Generating/driving the Three.js viewer | | `references/webmcp-agent.md` | Agent-driving the manikin via WebMCP + CDP | | `references/references.md` | Provenance / why a design choice was made |

Scripts

  • Run `node scripts/skeleton.mjs` for the `scheme` / `pose` / `sequence` / `viewer` subcommands (`--help`); zero npm installs. WebMCP CDP mechanics are delegated to the `octocode-chrome-devtools` skill.
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