Individual skill

animate

Give a game's characters rigs and clips that move well on a phone — the skeleton standard (one humanoid vocabulary, a mini and a quadruped family), free CC0 animated characters from Homie's starter library made phone-sized (one draw call, helper bones gone) with their clips in one shared clip library per skeleton, the library's CC0 humanoid clips retargeted at build time onto any other rig (a generated character, the person's own), the shared runtime @homie-rocks/studio/animate (idle, walk and run blended by speed, actions on the upper body while running, additive hits, hit-stop, jump, fall and land with squash and stretch, lean, look-at, springs, foot planting, crowd mode), the animation card with looping previews, and tuning a move's feel in the Game Lab. Use when someone wants characters that walk, run, jump, attack or die, asks about rigs, skeletons, bones or retargeting, says the animation looks stiff, floaty or slides, or wants a jump or a hit to feel better.

plugins/homie-rocks/homie/skills/animate/SKILL.md

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Nov 6, 2026
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Apache-2.0

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# Animate: characters that move, free first

Read the `style` skill first (decisions) and the `models` skill (where models come from). Characters follow the same
routes: the starter library (free, CC0), the person's own files, or generated on their own fal account under a
budget (`models` skill: `character`, about US$1.44, priced and asked first). Clips are free: they come from the
character itself or from the library's CC0 humanoid set, retargeted at build time.

Commands run in the studio: `npx --no-install homie-studio cast|anim|assets …` (in an app with Homie's tools:
`cast_plan`, `anim_plan`, `anim_add`, `anim_preview`, `character_make`, `asset_add`).

## The skeleton standard

| Family | Bones (standard names) | Who | Clips from |
| --- | --- | --- | --- |