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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# 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.
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