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game-development游戏开发

Agent Skill

用于辅助视频生成、动画合成、脚本化剪辑或 Remotion 等视频项目开发。它适合让 Agent 组织镜头、生成素材说明、维护合成代码或排查渲染问题。使用时需要确认分辨率、时长、素材路径和导出格式;涉及外部素材、人物肖像或商业发布时,应先核对版权授权和内容审核要求。

总安装

3,461

周安装

140

GitHub Stars

35

下载量

1,086
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

3

许可证

MIT

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:game-development(游戏开发)
来源仓库:https://github.com/dylantarre/animation-principles
仓库路径:skills/game-development
安装命令:
npx skills add https://github.com/dylantarre/animation-principles --skill game-development
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/dylantarre/animation-principles --skill game-development

简介

game-development 在游戏引擎中应用动画原则,优化玩家反馈与环境叙事表现。

  • 适用于 Unity、Unreal 或自定义游戏框架的动画系统设计。
  • 涵盖角色变形、摄像机聚焦、粒子同步等游戏专属动效策略。
  • 需结合引擎特性(如帧率、物理模拟)调整 timing 与 exaggeration 参数。
  • 适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

SKILL.md

Game Development Animation

Apply Disney's 12 animation principles to game engines, player feedback, and interactive entertainment.

Quick Reference

PrincipleGame Implementation
Squash & StretchCharacter deformation, impact frames
AnticipationWind-up animations, charge indicators
StagingCamera focus, environmental cues
Straight Ahead / Pose to PoseProcedural vs keyframed animation
Follow Through / OverlappingCapes, hair, weapon trails
Slow In / Slow OutAnimation curves, attack/recovery
ArcProjectile paths, jump trajectories
Secondary ActionParticles, screen shake, audio sync
TimingFrame data, hit-stop, response windows
ExaggerationStylized movement, hit reactions
Solid DrawingConsistent silhouettes, read at distance
AppealCharacter personality, satisfying feedback

Principle Applications

Squash & Stretch: Deform characters on landing impact. Stretch during fast movement. Impact frames freeze and squash for power. Keep volume consistent in deformation.

Anticipation: Attack wind-ups telegraph to players. Jump squats before leaving ground. Charge attacks show buildup. Enemy tells warn of incoming damage.

Staging: Camera frames important action. Environmental lighting guides attention. Enemy placement creates readable combat scenarios. UI doesn't obscure critical gameplay.

Straight Ahead vs Pose to Pose: Procedural animation (ragdoll, physics) is straight ahead. Keyframed attack combos are pose to pose. Blend both—keyframed base with procedural secondary motion.

Follow Through & Overlapping: Secondary elements (hair, cloth, tails) continue after body stops. Weapon trails persist after swing. Landing recovery extends past initial impact.

Slow In / Slow Out: Use animation curves—never linear for character motion. Attack startup fast-out, recovery slow-in. Ease jumps at apex for floatiness control.

Arc: Jumping follows parabolic arc. Sword swings trace curved paths. Projectiles arc naturally unless hitscan. Dodge rolls curve rather than linear translate.

Secondary Action: Screen shake on impact. Particle bursts on hits. Controller rumble synced to action. Sound design reinforces visual timing.

Timing: Hit-stop (freeze frames) emphasizes impact—2-5 frames typical. Attack startup/active/recovery frame data matters for game feel. Response to input under 100ms.

Exaggeration: Game animation reads at distance and speed. Exaggerate poses 20-30% beyond realistic. Hit reactions more dramatic than physics would suggest. Stylization serves clarity.

Solid Drawing: Silhouettes must read at all zoom levels. Consistent character proportions across animations. Strong poses at keyframes. Avoid tangent lines that confuse form.

Appeal: Characters have personality in idle animations. Movement feels satisfying independent of mechanics. Players should enjoy watching their character move.

Engine Patterns

Unity

// Squash and stretch on landing
IEnumerator LandingSquash() {
    transform.localScale = new Vector3(1.2f, 0.8f, 1.2f);
    yield return new WaitForSeconds(0.05f);
    // Ease back to normal
    float t = 0;
    while (t < 1) {
        t += Time.deltaTime * 8f;
        transform.localScale = Vector3.Lerp(
            new Vector3(1.2f, 0.8f, 1.2f),
            Vector3.one,
            EaseOutElastic(t));
        yield return null;
    }
}

// Hit-stop for impact
IEnumerator HitStop(int frames) {
    Time.timeScale = 0f;
    for (int i = 0; i < frames; i++)
        yield return null;
    Time.timeScale = 1f;
}

Unreal

// Animation curve for easing
UPROPERTY(EditAnywhere)
UCurveFloat* JumpArcCurve;

// Apply curve to movement
float CurveValue = JumpArcCurve->GetFloatValue(NormalizedTime);

Timing Reference

Action TypeStartupActiveRecovery
Light attack3-6f2-4f8-12f
Heavy attack12-20f4-8f16-24f
Jump3-4f--4-6f
Dodge2-4f8-12f6-10f

Frame data at 60fps. Adjust for target framerate.

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

04

需要参考平台分布和安装热度时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

能力 5

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

27.22%
按下载量换算296

Claude Code

24.62%
按下载量换算267

OpenCode

19.9%
按下载量换算216

Antigravity

12.57%
按下载量换算137

windsurf

7.41%
按下载量换算80

Gemini CLI

3.66%
按下载量换算40

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。

来源信息

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