Individual skill

octocode-mannequin

Use when posing, animating, or explaining a 3D human skeleton/manikin: anatomical joints, ROM clamps, walk/run/dance/backflip sequences, Three.js viewer, or agent-driven WebMCP figure control (reach/look_at). Phrases like pose the manikin, skeleton scheme, animate a walk cycle. Not for general 3D scenes, physics/ragdoll, IK foot-locking, or mocap import.

skills/octocode-mannequin/SKILL.md

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Nov 6, 2026
License
MIT

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# 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, never raw signed degrees and never a movement
   outside the joint's allowlist — read `references/movement-protocol.md` before composing one; the CLI and the