/octocode-mannequin
Use when posing, animating, or explaining a 3D human skeleton, or driving a Three.js manikin as a live agent tool: anatomically-named bones/joints, range-of-motion-clamped movement, WebMCP-exposed pose tools — skeleton rig, joint constraints, forward kinematics, pose/animate a
$ npx -y skills add bgauryy/octocode-mcp --skill octocode-mannequin --agent claude-codeHow 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, or driving a Three.js manikin as a live agent tool: anatomically-named bones/joints, range-of-motion-clamped movement, WebMCP-exposed pose tools — skeleton rig, joint constraints, forward kinematics, pose/animate a
SKILL.md
octocode-mannequin.SKILL.mdname: octocode-mannequin
description: "Use when posing, animating, or explaining a 3D human skeleton, or driving a Three.js manikin as a live agent tool: anatomically-named bones/joints, range-of-motion-clamped movement, WebMCP-exposed pose tools — skeleton rig, joint constraints, forward kinematics, pose/animate a figure, make a manikin walk/run/dance/backflip, humanoid bones."
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 (`references/movement-protocol.md`), never raw signed degrees or a movement outside the joint's allowlist — the CLI and the tools reject those. 3. Treat ROM values as rig defaults, not medical fact (`references/rom-table.md`).
Workflow
1. `node scripts/skeleton.mjs scheme` — inspect bones + joint DOF/ROM/movements (`references/anatomy-scheme.md`, `references/joint-constraints.md`, `references/rom-table.md`). 2. Compose a pose command (`references/movement-protocol.md`), run `node scripts/skeleton.mjs pose --cmd '...'`, read `warnings`/`clamped`; validate an animation with `skeleton.mjs sequence --file frames.json`. 3. `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 in `assets/`: `run-cycle.json`, `backflip.json`, `dance.json`, `idle.json` (alive breathing/sway) (`references/viewer-guide.md`). 4. Agent-drive it live: serve the viewer's WebMCP tools over CDP (`references/webmcp-agent.md`) — 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.
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 (`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
- `scripts/skeleton.mjs` — `scheme` / `pose` / `sequence` / `viewer` subcommands (`--help`); zero npm installs. WebMCP CDP mechanics are delegated to the `octocode-chrome-devtools` skill.
Read more
name: octocode-mannequin description: "Use when posing, animating, or explaining a 3D human skeleton, or driving a Three.js manikin as a live agent tool: anatomically-named bones/joints, range-of-motion-clamped movement, WebMCP-exposed pose tools — skeleton rig, joint constraints, forward kinematics, pose/animate a figure, make a manikin walk/run/dance/backflip, humanoid bones."
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 (`references/movement-protocol.md`), never raw signed degrees or a movement outside the joint's allowlist — the CLI and the tools reject those. 3. Treat ROM values as rig defaults, not medical fact (`references/rom-table.md`).
Workflow
1. `node scripts/skeleton.mjs scheme` — inspect bones + joint DOF/ROM/movements (`references/anatomy-scheme.md`, `references/joint-constraints.md`, `references/rom-table.md`). 2. Compose a pose command (`references/movement-protocol.md`), run `node scripts/skeleton.mjs pose --cmd '...'`, read `warnings`/`clamped`; validate an animation with `skeleton.mjs sequence --file frames.json`. 3. `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 in `assets/`: `run-cycle.json`, `backflip.json`, `dance.json`, `idle.json` (alive breathing/sway) (`references/viewer-guide.md`). 4. Agent-drive it live: serve the viewer's WebMCP tools over CDP (`references/webmcp-agent.md`) — 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.
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 (`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
- `scripts/skeleton.mjs` — `scheme` / `pose` / `sequence` / `viewer` subcommands (`--help`); zero npm installs. WebMCP CDP mechanics are delegated to the `octocode-chrome-devtools` skill.
Evidence-first code research for AI agents and developers. Octocode researches your local code and external code alike (GitHub repos, PRs, npm) with one toolset: ripgrep + AST search, trees, precise reads, and LSP.
Repo: bgauryy/octocode-mcp
Other skills on octocode.
- /octocode-benchmark
Use when planning, running, grading, or reporting the by-hand Octocode research benchmark — pairwise matchups (Octocode anchor vs one baseline: gh+RTK, gh+Headroom, or plain gh) over markdown questions, with a fresh isolated runner agent per (question, arm, pass), one blind
Open skill - /octocode-awareness
Use when coordinating work in a shared repo — multi-agent or solo across sessions: collision avoidance, handoffs, verification debt, durable memory/wiki, hooks setup/debug, and repo learning before planning, editing, reviewing, or testing.
Open skill - /octocode-brainstorming
Use when an idea needs disciplined exploration before building: generate options, test worth-building, map adjacent solutions, challenge assumptions, narrow scope, or choose Build RFC / Prototype / Narrow / Park — even without saying brainstorm.
Open skill - /octocode-chrome-devtools
Use when browser debugging, scraping a known URL efficiently, or running a multi-step page workflow needs real Chrome DevTools evidence: network, console, performance, DOM/CSS, screenshots/PDF, security, cookies/storage, click/fill/search flows, or auth-gated live pages via CDP
Open skill - /octocode-documentation
Use when writing or updating docs: README, API docs, runbooks, AGENTS.md, CLAUDE.md, ADRs, Diátaxis restructuring, or codebase documentation for humans or coding agents.
Open skill - /octocode-graph-eval
Use when measuring whether a change helped or looping until a target metric is hit — for one agent loop or a graph of loops (multi-agent workflow): ACCEPT/REVERT, keep/discard, goal→KPI contracts, eval suites, graders, held-out checks, benchmarks, TDD failing-case-first,
Open skill

