Individual skill
game-dev-combat-animation
Build, fix and review character combat animations (melee strikes, bow shots, spell casts, skills, monster attacks, whole move sets) so they read like Diablo IV, Baldur's Gate 3 or Elden Ring and never stretch, lock, wring or break an arm, wrist or hand. A written standard with numbered rules, per-frame tests on the real skinned mesh, keys designed from upper-arm, forearm and blade intents, checks from every camera the player sees, two blind critics plus a blind A/B against the last release, and every critic claim verified against full-resolution frames and live-rig numbers. Use when creating or reworking any attack, skill or move set; when the user says arms, hands, wrists, elbows or weapons look stretched, weird, broken or wrong; when they ask for a standard, rules or tests for animations; or when they ask to score animations or get them to N out of 10.
agent-skills/game-combat/game-dev-combat-animation/SKILL.md
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- Last checked
- Nov 9, 2026
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- License
- MIT
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SKILL.mdcore · 7,987 bytesreferences/review.mddoc · 3,999 bytesreferences/rules.mddoc · 7,655 bytesreferences/techniques.mddoc · 5,712 bytesreferences/thornvigil.mddoc · 7,233 bytesreferences/traps.mddoc · 5,264 bytesscripts/install.shruns · 1,186 bytesscripts/tools/ab-pack.pyruns · 1,174 bytesscripts/tools/anchor.mjsruns · 2,385 bytesscripts/tools/armcheck.mjsruns · 7,578 bytesscripts/tools/at.mjsruns · 1,663 bytesscripts/tools/baketime.mjsruns · 1,032 bytesscripts/tools/drawfit.mjsruns · 2,592 bytesscripts/tools/encode.swiftasset · 2,312 bytesscripts/tools/face.mjsruns · 2,094 bytesscripts/tools/host.htmlasset · 103 bytesscripts/tools/jumps.mjsruns · 2,176 bytesscripts/tools/keydesign.mjsruns · 2,208 bytesscripts/tools/knight-measure.mjsruns · 5,290 bytesscripts/tools/msheet.pyruns · 1,167 bytesscripts/tools/play.jsruns · 1,826 bytesscripts/tools/psheet.pyruns · 722 bytesscripts/tools/setup.jsruns · 2,904 bytesscripts/tools/shot.jsruns · 1,259 bytesscripts/tools/vidcompose.pyruns · 2,366 bytestemplates/ab-judge-prompt.mddoc · 1,416 bytestemplates/critic-prompt.mddoc · 2,367 bytes
Read excerpt
# Game dev: combat animation
Distilled from the Thornvigil knight-and-archer pass (2026-09-30 to 10-01, releases 1.0.71 and 1.0.72). Its outcome:
- Arms and hands won 5 of 8 blind A/B comparisons against the previous release.
- The archer's broken anchor and the knight's frozen, straight-armed follow-through were fixed.
- Seven rounds of fixes came from traps that numbers would have caught earlier. Those traps are listed below.
Read `references/thornvigil.md` for the project's files, commands and current state, and `references/traps.md` before changing keys.
## The loop
1. **Write the standard before touching keys.** Extend `docs/combat-animation-standard.md` (or the project's equivalent) with the move's own numbered rules:
- Phases on the game's clock: anticipation, the contact or release on the rule's frame, recovery.
- Body mechanics, weapon path, camera reads.