3d-graphics-and-render…
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization pipeline, PBR vs stylized/NPR…
Use when designing, speccing, or reviewing a character/object motion system in ANY engine — the rig and skeleton, skinning (linear blend vs dual-quaternion, the candy-wrapper artifact), forward vs inverse kinematics, IK solvers (two-bone, FABRIK, CCD, look-at), blend trees and
$ npx -y skills add rondorkerin/gamestack --skill animation-systems --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/animation-systemsContext preview
The summary Claude sees to decide when to auto-load this skill.
Use when designing, speccing, or reviewing a character/object motion system in ANY engine — the rig and skeleton, skinning (linear blend vs dual-quaternion, the candy-wrapper artifact), forward vs inverse kinematics, IK solvers (two-bone, FABRIK, CCD, look-at), blend trees and
name: animation-systems description: Use when designing, speccing, or reviewing a character/object motion system in ANY engine — the rig and skeleton, skinning (linear blend vs dual-quaternion, the candy-wrapper artifact), forward vs inverse kinematics, IK solvers (two-bone, FABRIK, CCD, look-at), blend trees and blend spaces (1D/2D), animation state machines, additive layers and upper/lower-body splits, ragdoll and active ragdoll, procedural IK foot placement on uneven terrain, secondary motion (spring bones, cloth, hair), motion matching, animation compression and bone-count budgets, root motion vs in-place, and the anticipation/active/recovery timing decomposition with animation-canceling. Also use to diagnose feet that slide or float, a mesh that pinches when it twists, blends that pop or moonwalk, characters that feel animation-locked, or a motion library that blows the memory budget. Triggers on "animation system", "skeletal animation", "skinning", "candy wrapper", "dual quaternion", "rigging", "inverse kinematics", "IK", "foot placement", "blend tree", "blend space", "animation state machine", "additive animation", "aim offset", "ragdoll", "active ragdoll", "spring bones", "jiggle physics", "secondary motion", "motion matching", "animation compression", "root motion", "foot sliding", "animation canceling", "animation locked".
How to architect the motion system that makes a character or object move: the rig and skinning underneath, the blend/state machine/IK layer that composes authored motion, the procedural and physics-driven layer that makes it fit the world, the compression/cost model that ships it, and the timing decomposition that delivers correct anticipation and follow-through at scale.
> **Tier:** technical craft (→ `gamestack-core`). Engine-agnostic motion-system architecture, the implementation layer under game-feel-and-juice's animation-timing principles.
This skill owns **the architecture of the motion system** — rig, skinning, blending/state machines/IK, procedural and physics-driven motion, the compression/cost model, and the `(anticipation, active, recovery)` clip decomposition that delivers timing. Adjacent concerns live in sibling skills:
> **1. Every motion technique is a cost/quality dial — pick per-case, not globally.** Skinning (LBS → DQS → Centers of Rotation), IK solvers (analytical two-bone vs iterative FABRIK/CCD), root motion vs in-place, authored graph vs motion matching — each has a cheap default, a costlier upgrade, and a named artifact when misapplied. Choose by the joint, the chain, the clip, and the motion space — never one setting for the whole character.
> **2. Generation composes a finite hand-authored library — it never invents the contract.** The rig, the skinning method, the clip set, the blend-space axes, the IK/spring parameters, and the per-action timing signatures are hand-authored contracts. A generator *selects and warps* within them (retarget clips, blend, IK-correct, motion-match) to make many characters move — but it must not invent bone counts, timing signatures, or uncapped physics. Skinning collapse, foot-slide, and phase-mismatched blends are invisible to a headless generator, so the contracts are enforced by validators.
> **Why this matters doubly for a generator:** a human animator sees a pinched wrist, a skating foot, or a moonwalking blend instantly; an autonomous generator does not. Hand-author the rig + clip library + blend/IK/timing parameters as inviolable contracts; let generation compose vetted parts inside them; run the rig/skin, blend-set, cost, and animation-state validators before any content is committed.
Start with `GUIDE.md`, then apply `CHECKLIST.md`. </content>
An agentic framework for building games on any platform — for Claude. Like gstack is for software, but for games. Questions, feedback, or just want to follow along: Discord · @metatransformr on X
Repo: rondorkerin/gamestack
Use when designing, choosing, or reviewing the rendering layer of any real-time 3D (or 2D-with-lighting) game — the rasterization pipeline, PBR vs stylized/NPR…
Use when keeping AI-authored or procedurally-generated content coherent at scale — single voice across a corpus, a machine-readable lore bible with a "never…
Use when making design-level (not asset-production) decisions about how a game looks and reads — readability vs. fidelity, silhouette design, value/contrast as…
Use when designing, tuning, or reviewing combat and game feel — juice/feedback budgets, hit-stop and impact, telegraphing and danger cues, enemy silhouettes…
Use when designing, tuning, or reviewing the difficulty or balance of any game system — encounter tuning, cost curves, dominant-strategy audits, dynamic…
The platform router for the gamestack framework. Use when a game's design is ready to implement, when the target engine is chosen or needs choosing, or when…