Individual skill

animation-editing

Preview, validate, and bake bone-rotation edits on AnimSequences with constraint awareness and retarget safety. Use when the user asks to edit/pose/adjust an animation's bones, raise an arm, create a swing/wave/dance/pose, mirror or copy a pose, set joint limits, or learn bone constraints. Load together with animsequence (keyframes) and skeleton (structure).

Content/Skills/animation-editing/SKILL.md

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Nov 9, 2026
License
MIT

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> 🧠 **Brains complement:** IF an `unreal-engine-skills-manager` tool (external MCP) exists in this session, call it with `{action: "load", skill: "animation-system"}` for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

# Animation Editing Skill

Covers the **profile → preview → validate → bake** workflow for safe bone edits with correct
bone-space handling and constraint validation.

> **Load companion skills:** `animsequence` (basic keyframe creation), `skeleton` (structure,
> retargeting), `animation-blueprint` (state machines / AnimGraph). Skills load via the engine's
> `AgentSkillToolset` (`ListSkills` / `GetSkills`) — there is no `vibeue-skills-manager` tool. Run the
> VibeUE services below with `execute_python_code` (`unreal.<Service>.<method>()`).

> **🛡<U+FE0F> Safe discovery — never `unreal.load_asset()` in loops (memory crash 0xC0000005).**
> Use `SkeletonService.list_skeletons(path)`, `AnimSequenceService.find_animations_for_skeleton(skeleton)`,
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