
Game Animation Integration
Integrate approved character clips into a game's movement and combat systems, including...
Install
npx skills add witnesstodark/mr-mak-workspace --skill game-animation-integration -g -a claude-code -y- Repository
- witnesstodark/mr-mak-workspace642
- Category
- Design
- Updated
- 4d ago
- License
- MIT
- Context cost
- Lightabout 793 tokens
- Runs scripts
- No, instructions only
What it does
Integrate approved character clips into a game's movement and combat systems, including turn compensation, gait phase, event timing and interruptions. Use after animation authoring or to repair runtime transitions.
Game animation integration
Start with the approved rig, runtime export and clip manifest. Inspect the existing animation player and movement authority before replacing anything. Confirm forward/up axes, scale, bone paths, import type, bind pose, clips, loop flags and event times. Keep source animation approval separate from import verification and in-game visual acceptance.
Separate movement, facing and authored motion
Choose which system owns translation and yaw. Applying controller rotation and the same authored turn twice produces a false turn. Keep uncompensated source clips for pure previews where useful; document the compensated gameplay route. Record heading samples and their frame/time origin. Derive sample spacing from the actual count and duration, not a presumed integer or quarter-frame step.
Do not change base movement speed, attack cadence or navigation responsiveness incidentally. A character need not complete an entire turn clip before obeying a new movement or combat order. Keep visual stepping speed, gameplay facing and speed recovery independently configurable.
Match the pose at a transition
If leaving a partial turn causes a foot swap, longer crossfading alone may not fix it. Compare the last evaluated pose with sampled gait phases in a shared body-local space, excluding world placement and controller yaw. Select a nearby phase at the handoff, then advance normally. Preserve an already better phase.
Build a mapping for the actual anatomy: two feet/knees for a biped can be useful; four-legged rigs need all relevant paws and support joints. Do not prescribe one sample count, stride or blend duration for every rig. Bake reusable pose tables at import/update time; cache bones and avoid allocating or searching each frame. Rebuild when the rig, clips or coordinate convention changes.


