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configure-animationlisted

Use before playing, blending, or retargeting GLB animation clips in PlayCanvas Engine, React, or Web Components to inspect clip and joint names, attach animation to the rendered hierarchy, keep blend inputs valid, and diagnose T-pose, frozen playback, or binding failures.
playcanvas/skills · ★ 15 · Web & Frontend · score 80
Install: claude install-skill playcanvas/skills
# Animation setup Use the `inspect-glb` skill first. Never guess clip or joint names. ## Choose the smallest playback model - Use the selected authoring surface's simple playback path for a single clip. - Use an `AnimStateGraph` for locomotion blending, transitions, or event-driven actions. - Adapt the official animation examples with the `find-examples` skill instead of writing a state graph from memory. ## Keep blend inputs valid Clamp every 1D blend parameter to the first and last child points before updating it. PlayCanvas does not clamp values outside that span: every child can receive zero weight and synchronized clips can receive non-finite speeds, freezing the pose. Exercise the first, interior, and last blend points with real gameplay input. ## Retarget only compatible rigs For each source `animationTargets` entry, remove its final `.translation`, `.rotation`, `.scale`, or `.weights` suffix and match the remaining path against the destination's `nodePaths`. The top-level model root may differ; the remaining parent chain must match. Equal joint counts or similar bone names are insufficient. Confirm the result in the running app as the `apply-conventions` skill describes; frozen, partial, or exploded motion means the rigs are incompatible. ## Prove playback An assigned clip, active state, or advancing state time does not prove that the skeleton is moving. For clips expected to move, sample the local position or rotation of two non-root joints over several re