
Game Dev Combat Animation
Build, fix and review character combat animations (melee strikes, bow shots, spell...
Install
npx skills add MengTo/Skills --skill game-dev-combat-animation -g -a claude-code -y- Repository
- MengTo/Skills7.2k
- Category
- Design
- Updated
- 3d ago
- License
- MIT
- Context cost
- Mediumabout 1,752 tokens
- Runs scripts
- Yes, review before use
What it does
Build, fix and review character combat animations (melee strikes, bow shots, spell casts, skills, monster attacks, whole move sets) so they read like Diablo IV, Baldur's Gate 3 or Elden Ring and never stretch, lock, wring or break an arm, wrist or hand. A written standard with numbered rules, per-frame tests on the real skinned mesh, keys designed from upper-arm, forearm and blade intents, checks from every camera the player sees, two blind critics plus a blind A/B against the last release, and every critic claim verified against full-resolution frames and live-rig numbers. Use when creating or reworking any attack, skill or move set; when the user says arms, hands, wrists, elbows or weapons look stretched, weird, broken or wrong; when they ask for a standard, rules or tests for animations; or when they ask to score animations or get them to N out of 10.
Game dev: combat animation
Distilled from the Thornvigil knight-and-archer pass (2026-09-30 to 10-01, releases 1.0.71 and 1.0.72). Its outcome:
- Arms and hands won 5 of 8 blind A/B comparisons against the previous release.
- The archer's broken anchor and the knight's frozen, straight-armed follow-through were fixed.
- Seven rounds of fixes came from traps that numbers would have caught earlier. Those traps are listed below.
Read references/thornvigil.md for the project's files, commands and current state, and references/traps.md before changing keys.


