# Game Animation Integration

Integrate approved character clips into a game's movement and combat systems, including...

- Repository: https://github.com/witnesstodark/mr-mak-workspace (642 stars)
- Category: Design
- License: MIT
- Last updated: 2026-10-31
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add witnesstodark/mr-mak-workspace --skill game-animation-integration -g -a claude-code -y`
Codex: `npx skills add witnesstodark/mr-mak-workspace --skill game-animation-integration -g -a codex -y`
Cursor: `npx skills add witnesstodark/mr-mak-workspace --skill game-animation-integration -g -a cursor -y`
Gemini CLI: `npx skills add witnesstodark/mr-mak-workspace --skill game-animation-integration -g -a gemini-cli -y`

## Description

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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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.

The rest: https://github.com/witnesstodark/mr-mak-workspace/blob/HEAD/.claude/skills/game-animation-integration/SKILL.md
