animation-workflowlisted
Install: claude install-skill TheArcForge/hades-plugin
# 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