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Agent Skill · 待分类

ue-animation-system(UE 动画系统)

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。

ue-animation-system 是待分类类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为接触敏感数据;许可证信息还不明确,第三方扫描已通过,按安装量在待分类类的 11,209 个 Skill 里排第 2,035。

总安装 1,944周安装 81GitHub Stars 125下载 648核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

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:ue-animation-system(UE 动画系统)
来源仓库:https://github.com/quodsoler/unreal-engine-skills
仓库路径:skills/ue-animation-system
安装命令:
npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-animation-system
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。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-animation-system

这个 Skill 是做什么的

这个 Skill 的分类还没最终确定,用法以来源仓库的说明为准。

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。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。使用时需确认分辨率、时长、素材路径和导出格式;涉及外部素材或商业发布时应先核对版权授权。

安装命令:npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-animation-system。建议确认权限范围和维护状态,避免触发不必要的联网或文件读写。

来源仓库内路径:skills/ue-animation-system

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-anim…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要接触敏感数据,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

ue-animation-system 怎么安装?

在终端执行 npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-animation-syst…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

ue-animation-system 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

ue-animation-system 需要什么权限?

权限级别是接触敏感数据。该 Skill 可能接触密钥、Token、环境变量或敏感配置,应进入高风险复核队列,默认不自动发布。

ue-animation-system 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

ue-animation-system 用的人多吗?

公开数据是累计安装 1,944 次,近一周安装 81 次,下载 648 次,GitHub 125 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

ue-animation-system 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 需要接触敏感数据,装到常用环境前要先评估影响面。
  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理待分类类任务、又不想每次都手写提示词的人。

不太适合

  • 环境里有大量密钥、凭证,不方便给第三方 Skill 读取的人。
  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

待分类类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
infsh-cli

infsh CLI · Codex、Claude

4,374,576382权限未标注未明确未收录
ai-video-generation

AI 视频生成 · Codex、Claude

4,313,376382调用外部服务未明确有提醒
lark-openapi-explorer

云雀 OpenAPI 浏览器 · Codex、Claude

2,064,1209,011需要联网未明确有提醒
lark-workflow-standup-report

Lark 工作流程站立报告 · Codex、Claude

2,041,6328,978需要联网未明确通过
use-my-browser

使用我的浏览器 · Codex、Claude

1,848,49140操作浏览器未明确未通过
ue-animation-system

UE 动画系统 · 本页

1,944125接触敏感数据未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

UE Animation System

You are an expert in Unreal Engine's animation system.

Context Check

Read .agents/ue-project-context.md first. Note which plugins are enabled (Control Rig, Motion Matching, Full Body IK), whether GAS is in use, and the skeleton/character hierarchy.

Information to Gather

  1. What animation need? (locomotion, ability, cinematic, IK, procedural)
  2. C++ only, Blueprint only, or mixed?
  3. Does the character use ACharacter with an existing USkeletalMeshComponent?
  4. Is GAS active? (affects montage replication)
  5. Multiplayer? (determines replication strategy)
  6. Does the project use modular linked anim layers?

Architecture

ACharacter / AActor
  └── USkeletalMeshComponent
        └── UAnimInstance subclass
              ├── NativeInitializeAnimation()           [setup, game thread]
              ├── NativeUpdateAnimation(float dt)       [game thread]
              ├── NativeThreadSafeUpdateAnimation(dt)   [worker thread]
              ├── FAnimInstanceProxy                    [worker thread eval]
              └── Montage API / Linked Layers

Animation updates run in two phases. Game thread: NativeUpdateAnimation — safe to read gameplay state. Worker thread: blend tree evaluation. Write all shared state as UPROPERTY() Transient members in NativeUpdateAnimation; read those cached values in NativeThreadSafeUpdateAnimation.


AnimInstance

Subclass Pattern

// MyAnimInstance.h
UCLASS()
class MYGAME_API UMyAnimInstance : public UAnimInstance
{
    GENERATED_BODY()

    virtual void NativeInitializeAnimation() override;
    virtual void NativeUpdateAnimation(float DeltaSeconds) override;
    virtual void NativeThreadSafeUpdateAnimation(float DeltaSeconds) override;

protected:
    UPROPERTY(Transient) TObjectPtr<ACharacter> OwningCharacter;
    UPROPERTY(Transient) TObjectPtr<UCharacterMovementComponent> MovementComp;

    UPROPERTY(Transient, BlueprintReadOnly, Category="Locomotion")
    float Speed = 0.f;

    UPROPERTY(Transient, BlueprintReadOnly, Category="Locomotion")
    float Direction = 0.f;

    UPROPERTY(Transient, BlueprintReadOnly, Category="Locomotion")
    bool bIsInAir = false;
};
// MyAnimInstance.cpp
void UMyAnimInstance::NativeInitializeAnimation()
{
    Super::NativeInitializeAnimation(); // ALWAYS call super
    OwningCharacter = Cast<ACharacter>(TryGetPawnOwner());
    if (OwningCharacter)
        MovementComp = OwningCharacter->GetCharacterMovement();
}

void UMyAnimInstance::NativeUpdateAnimation(float DeltaSeconds)
{
    Super::NativeUpdateAnimation(DeltaSeconds);
    if (!OwningCharacter || !MovementComp) return;

    const FVector Velocity = MovementComp->Velocity;
    Speed    = Velocity.Size2D();
    bIsInAir = MovementComp->IsFalling();

    if (Speed > 3.f)
    {
        const FRotator ActorRot    = OwningCharacter->GetActorRotation();
        const FRotator VelocityRot = Velocity.ToOrientationRotator();
        Direction = UKismetMathLibrary::NormalizedDeltaRotator(
            VelocityRot, ActorRot).Yaw;
    }
}

void UMyAnimInstance::NativeThreadSafeUpdateAnimation(float DeltaSeconds)
{
    Super::NativeThreadSafeUpdateAnimation(DeltaSeconds);
    // Only read UPROPERTY members written in NativeUpdateAnimation above.
    // Do NOT call any UObject functions not marked BlueprintThreadSafe.
}

FAnimInstanceProxy — Thread-Safe Access

Heavy animation logic can run on worker threads via NativeThreadSafeUpdateAnimation. Access shared data through the proxy:

void UMyAnimInstance::NativeThreadSafeUpdateAnimation(float DeltaSeconds)
{
    FMyAnimInstanceProxy& Proxy = GetProxyOnAnyThread<FMyAnimInstanceProxy>();
    Proxy.Speed = Proxy.Velocity.Size();
    Proxy.bIsFalling = Proxy.MovementMode == EMovementMode::MOVE_Falling;
}
// FAnimInstanceProxy declaration — worker thread data container
USTRUCT()
struct FMyAnimInstanceProxy : public FAnimInstanceProxy
{
    GENERATED_BODY()
    FMyAnimInstanceProxy() = default;
    explicit FMyAnimInstanceProxy(UAnimInstance* Instance) : FAnimInstanceProxy(Instance) {}

    float Speed = 0.f;
    FVector Velocity = FVector::ZeroVector;
    TEnumAsByte<EMovementMode> MovementMode = MOVE_None;

    virtual void PreUpdate(UAnimInstance* AnimInstance, float DeltaSeconds) override;
    virtual void Update(float DeltaSeconds) override;
};

// In UMyAnimInstance: override CreateAnimInstanceProxy to return your proxy
virtual FAnimInstanceProxy* CreateAnimInstanceProxy() override
{ return new FMyAnimInstanceProxy(this); }

The engine copies data between game thread and worker thread at safe sync points.


Montages

Source: AnimMontage.h, AnimInstance.h

Key API (UAnimInstance):

float Montage_Play(UAnimMontage*, float PlayRate=1.f,
    EMontagePlayReturnType=MontageLength, float StartAt=0.f, bool bStopAll=true);
void  Montage_Stop(float BlendOut, const UAnimMontage* Montage=nullptr);
void  Montage_Pause(const UAnimMontage* Montage=nullptr);
void  Montage_Resume(const UAnimMontage* Montage);
void  Montage_JumpToSection(FName Section, const UAnimMontage* Montage=nullptr);
void  Montage_SetNextSection(FName From, FName To, const UAnimMontage* Montage=nullptr);
bool  Montage_IsActive(const UAnimMontage*) const;
bool  Montage_IsPlaying(const UAnimMontage*) const;
FName Montage_GetCurrentSection(const UAnimMontage* Montage=nullptr) const;
float Montage_GetPosition(const UAnimMontage*) const;

Playing + Delegate Pattern

void UMyComponent::PlayAttackMontage(UAnimMontage* Montage)
{
    UAnimInstance* AnimInst = GetMesh()->GetAnimInstance();
    if (!AnimInst || !Montage) return;

    // Play FIRST — Montage_SetEndDelegate calls GetActiveInstanceForMontage()
    // internally, which returns nullptr until Montage_Play creates the instance.
    if (AnimInst->Montage_Play(Montage) <= 0.f) return;

    FOnMontageEnded EndDelegate;
    EndDelegate.BindUObject(this, &UMyComponent::OnAttackEnded);
    AnimInst->Montage_SetEndDelegate(EndDelegate, Montage);

    FOnMontageBlendingOutStarted BlendOutDelegate;
    BlendOutDelegate.BindUObject(this, &UMyComponent::OnAttackBlendingOut);
    AnimInst->Montage_SetBlendingOutDelegate(BlendOutDelegate, Montage);
}

void UMyComponent::OnAttackEnded(UAnimMontage* Montage, bool bInterrupted) { }
void UMyComponent::OnAttackBlendingOut(UAnimMontage* Montage, bool bInterrupted) { }

Dynamic Slot Montage

UAnimMontage* DynMontage = AnimInst->PlaySlotAnimationAsDynamicMontage(
    SomeSequence, FName("UpperBody"), 0.25f, 0.25f, 1.f, 1);

Multiplayer Replication

  • With GAS: use UAbilitySystemComponent::PlayMontage() — GAS handles replication via FGameplayAbilityRepAnimMontage.
  • Without GAS: replicate a montage pointer or a custom rep struct; server calls Montage_Play, clients play on OnRep_.
  • Never call Montage_Play independently on all net roles without sync.

GAS Integration — PlayMontageAndWait

// GAS ability task — PlayMontageAndWait (requires GameplayAbilities module)
UAbilityTask_PlayMontageAndWait* Task =
    UAbilityTask_PlayMontageAndWait::CreatePlayMontageAndWaitProxy(
        this, NAME_None, AttackMontage, 1.f);
Task->OnCompleted.AddDynamic(this, &UMyAbility::OnMontageCompleted);
Task->OnInterrupted.AddDynamic(this, &UMyAbility::OnMontageInterrupted);
Task->ReadyForActivation();  // must call to start the task

Blend Spaces

Blend spaces are data assets sampled in the AnimGraph. Drive them by setting UPROPERTY members on the AnimInstance that the AnimGraph reads.

  • 1D (UBlendSpace1D): single axis, typically Speed (0–600). Use FInterpolationParameter with InterpolationType=SpringDamper, InterpolationTime=0.15, DampingRatio=1.0.
  • 2D (UBlendSpace): two axes — Direction (-180 to 180) and Speed (0–600). Cardinal direction samples at each speed tier.
  • Aim Offset (UAimOffsetBlendSpace): additive blend space for Yaw/Pitch aiming, placed after the base locomotion pose in the AnimGraph.

See references/locomotion-setup.md for complete axis configuration and sample placement.


State Machines

State machines live in the AnimGraph. Bind native C++ logic to transition rules and state entry/exit without Blueprint:

// In NativeInitializeAnimation()
AddNativeTransitionBinding(
    FName("LocomotionSM"), FName("Idle"), FName("Walk/Run"),
    FCanTakeTransition::CreateUObject(this, &UMyAnimInstance::CanStartMoving),
    FName("IdleToMoving"));

AddNativeStateEntryBinding(
    FName("LocomotionSM"), FName("Land"),
    FOnGraphStateChanged::CreateUObject(this, &UMyAnimInstance::OnLandEntered));

Query state machine at runtime:

const FAnimNode_StateMachine* SM =
    GetStateMachineInstanceFromName(FName("LocomotionSM"));
float RunWeight = GetInstanceStateWeight(
    GetStateMachineIndex(FName("LocomotionSM")), SM->GetCurrentState());

Conduit Nodes

Conduits evaluate a single boolean rule and fan out to multiple destination states — replacing duplicated transition logic. Add a Conduit in the AnimGraph editor; its CanEnterTransition runs once and all outgoing transitions share the result. Use conduits when three or more states need the same entry condition (e.g., "is grounded?"). For simple A-to-B transitions, a direct rule is clearer.


Anim Notifies

Source: AnimNotify.h, AnimNotifyState.h

UAnimNotify — Point-in-Time

UCLASS(meta=(DisplayName="Footstep"))
class MYGAME_API UFootstepNotify : public UAnimNotify
{
    GENERATED_BODY()
public:
    // Always override the UE5 3-argument signature
    virtual void Notify(USkeletalMeshComponent* MeshComp,
        UAnimSequenceBase* Animation,
        const FAnimNotifyEventReference& EventReference) override;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Footstep")
    FName FootSocket = FName("foot_l");
};

UAnimNotifyState — Duration (Begin/Tick/End)

UCLASS(meta=(DisplayName="Weapon Collision Window"))
class MYGAME_API UWeaponCollisionState : public UAnimNotifyState
{
    GENERATED_BODY()
public:
    virtual void NotifyBegin(USkeletalMeshComponent*, UAnimSequenceBase*,
        float TotalDuration, const FAnimNotifyEventReference&) override;
    virtual void NotifyEnd(USkeletalMeshComponent*, UAnimSequenceBase*,
        const FAnimNotifyEventReference&) override;
};

BranchingPoint (Synchronous)

Set bIsNativeBranchingPoint = true in the constructor. Override BranchingPointNotify() instead of Notify(). Fires synchronously during Montage_Advance — use for section jumps and precise timeline control. All other notifies are queued (fire after tick completes, safe for VFX/SFX).

Named Notify Delegate

AnimInst->OnPlayMontageNotifyBegin.AddDynamic(
    this, &UMyComponent::HandleNotifyBegin);

void UMyComponent::HandleNotifyBegin(FName NotifyName,
    const FBranchingPointNotifyPayload& Payload)
{
    if (NotifyName == FName("EnableHitbox")) ActivateHitDetection();
}

See references/anim-notify-reference.md for built-in notify catalog and more custom patterns.


IK and Procedural

Foot IK with Line Traces (NativeUpdateAnimation — game thread)

FVector UMyAnimInstance::GetFootTarget(FName SocketName) const
{
    const FVector Foot = GetOwningComponent()->GetSocketLocation(SocketName);
    FHitResult Hit;
    FCollisionQueryParams P(SCENE_QUERY_STAT(FootIK), true);
    P.AddIgnoredActor(OwningCharacter);
    if (GetWorld()->LineTraceSingleByChannel(
            Hit, Foot + FVector(0,0,50), Foot - FVector(0,0,75),
            ECC_Visibility, P))
        return Hit.ImpactPoint;
    return Foot;
}

Feed results into a Control Rig asset (UE5 recommended) or a Two Bone IK skeletal control node in the AnimGraph.

Skeletal control nodes (AnimGraph):

NodePurpose
Two Bone IKTwo-joint IK (arm, leg) — effector + joint target
FABRIKMulti-bone chain IK — tip bone + effector
Look AtSingle bone tracks target location with clamp
Copy BoneCopies transform components between bones
Spline IKBones follow a spline curve (spine, tail)

Layered Blend Per Bone (Upper/Lower Split)

In the AnimGraph:

  1. Connect state machine output to Base Pose.
  2. Connect UpperBody slot output to Blend Poses 0.
  3. Layer Setup: Bone=spine_01, Depth=0, MeshPoseBlendFactor=1.0.

Attack montages use the UpperBody slot; locomotion plays uninterrupted below.

Aim Offset

// In NativeUpdateAnimation:
const FRotator Delta = UKismetMathLibrary::NormalizedDeltaRotator(
    OwningCharacter->GetBaseAimRotation(),
    OwningCharacter->GetActorRotation());
AimYaw   = FMath::Clamp(Delta.Yaw,   -90.f, 90.f);
AimPitch = FMath::Clamp(Delta.Pitch, -90.f, 90.f);

Place an Aim Offset node after the base pose in the AnimGraph, feeding AimYaw and AimPitch.


Linked Anim Graphs and Layers

Source: AnimNode_LinkedAnimGraph.h, AnimNode_LinkedAnimLayer.h

Linked Anim Layer (Recommended)

  1. Create a UAnimLayerInterface Blueprint with layer function signatures.
  2. Main AnimInstance has Linked Anim Layer nodes referencing the interface.
  3. Separate AnimInstance subclasses implement the interface per mode.
  4. Swap at runtime:
// Switch locomotion implementation
AnimInst->LinkAnimClassLayers(UClimbingLocomotionLayer::StaticClass());
// Reset all layers to defaults:
AnimInst->LinkAnimClassLayers(nullptr);
// Retrieve a linked instance:
UAnimInstance* Layer =
    AnimInst->GetLinkedAnimLayerInstanceByClass(UClimbingLocomotionLayer::StaticClass());

Linked Anim Graph (by Tag)

AnimInst->LinkAnimGraphByTag(FName("CombatGraph"), UMyCombatAnimInstance::StaticClass());
UAnimInstance* Sub = AnimInst->GetLinkedAnimGraphInstanceByTag(FName("CombatGraph"));

Notify Propagation

AnimInst->SetReceiveNotifiesFromLinkedInstances(true);
AnimInst->SetPropagateNotifiesToLinkedInstances(true);
// UE5.2+: let linked layers share main instance montage evaluation:
// AnimInst->SetUseMainInstanceMontageEvaluationData(true);

Root Motion

// Options: NoRootMotionExtraction, IgnoreRootMotion,
//          RootMotionFromMontagesOnly, RootMotionFromEverything
RootMotionMode = ERootMotionMode::RootMotionFromMontagesOnly;

// Per-montage disable
FAnimMontageInstance* Inst = AnimInst->GetActiveInstanceForMontage(Montage);
if (Inst) { Inst->PushDisableRootMotion(); /* ... */ Inst->PopDisableRootMotion(); }

For networked root motion, set the movement component's smoothing mode to ENetworkSmoothingMode::Exponential and enable bAllowPhysicsRotationDuringAnimRootMotion if rotation comes from animation. The server runs root motion authoritatively; clients predict and correct via FRootMotionMovementParams.


Common Mistakes

Anti-PatternFix
Reading gameplay state in NativeThreadSafeUpdateAnimationCache values as UPROPERTY Transient in NativeUpdateAnimation (game thread)
Polling Montage_IsActive in a loopBind FOnMontageEnded delegate before calling Montage_Play
Two montages sharing the same slot groupUse distinct slot names (UpperBody, LowerBody) or bStopAllMontages=false
Skipping Super::NativeInitializeAnimation()Always call super — it initializes the proxy and skeleton
Calling non-thread-safe UObject methods in thread-safe updateOnly read primitive UPROPERTY copies; never call GetOwningActor() from worker thread

Build.cs

PublicDependencyModuleNames.AddRange(new string[] {
    "Core", "CoreUObject", "Engine", "AnimGraphRuntime"
});
// Optional:
PrivateDependencyModuleNames.Add("ControlRig");        // Control Rig IK
PrivateDependencyModuleNames.Add("GameplayAbilities"); // GAS montage tasks

Related Skills

  • ue-gameplay-abilities — PlayMontageAndWait task, GAS montage replication.
  • ue-actor-component-architecture — SkeletalMeshComponent setup, Character hierarchy, component tick ordering.
  • ue-cpp-foundations — delegate binding, UPROPERTY specifiers, TWeakObjectPtr.

Reference Files

  • references/anim-notify-reference.md — built-in notify catalog and custom notify implementation patterns.
  • references/locomotion-setup.md — complete locomotion blend space and state machine configuration guide.

平台分布

Codex

34.67%
按下载量换算225

Claude

32.17%
按下载量换算208

Cursor

19.57%
按下载量换算127

Gemini CLI

8.78%
按下载量换算57

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

接触敏感数据

该 Skill 可能接触密钥、Token、环境变量或敏感配置,应进入高风险复核队列,默认不自动发布。

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。目前只有一个公开来源,建议同时核对源仓库。

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