← ClaudeAtlas

animation-workflowlisted

Use when setting up animations — Animator Controllers, Animation Clips, state machines, blend trees, animation events, and Avatar configuration.
TheArcForge/Hades · ★ 25 · AI & Automation · score 75
Install: claude install-skill TheArcForge/Hades
# Animation Workflow Procedural guide for setting up Unity animation systems. Covers Animator Controller authoring, state machine design, blend tree configuration, animation events, and Avatar/humanoid rigging — all via the `UnityEditor.Animations` API and the Unity Animator runtime. ## When to Apply Activate when the task involves: - Creating or editing an Animator Controller asset - Defining animation states, transitions, and parameters - Setting up blend trees (1D, 2D Freeform, 2D Cartesian) - Configuring animation events that call MonoBehaviour methods - Setting up Avatar definitions for humanoid characters - Adding animation layers for body part isolation (upper body, additive) - Writing editor utilities to scaffold a standard controller from code Do NOT activate for clip authoring or rigging in a 3D DCC tool (Blender, Maya) — that work happens outside Unity. Return here once imported clips need to be wired into a controller. ## Project Context Check Before creating or modifying any animation asset: 1. **Inventory existing animation assets:** - Call `search_by_name("*.controller")` to find all Animator Controllers — avoid creating a duplicate for a character that already has one - Call `search_by_name("*.anim")` to see which animation clips are already imported and available - Call `graph_query(edgeKind: "references", edgeTargetNamePattern: "Animator", edgeTargetKind: "Class")` to identify which GameObjects/prefabs have an Animator component — this surfac