skills/game/motion-pipeline/SKILL.md
CPU-only motion data processing pipeline for game animation: BVH import, contact detection, root decomposition, motion blending, FABRIK IK. No GPU required.
npx skillsauth add notque/claude-code-toolkit motion-pipelineInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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CPU-only motion data processing pipeline for game animation, inspired by Meta's ai4animationpy framework (CC BY-NC 4.0). All operations run on numpy and scipy with no GPU or PyTorch required.
ai4animationpy's Math/Tensor.py imports torch unconditionally at the top
level, which propagates through every module (Animation, Import, IK, Math).
This means zero ai4animationpy modules are importable without PyTorch installed.
The standalone implementations in scripts/motion-pipeline.py replicate the
key algorithms from their source code using only numpy + scipy.
# Create venv (one-time)
python3 -m venv /home/feedgen/vexjoy-agent/motion-pipeline-env/
# Install CPU-only deps
motion-pipeline-env/bin/pip install numpy scipy pygltflib Pillow
# Verify
motion-pipeline-env/bin/python -c "import numpy; import scipy; import pygltflib; print('OK')"
The venv is gitignored. The skill documents setup; it does not commit the venv.
All commands output JSON to stdout. Errors go to stderr with exit code 1.
Parse a BVH mocap file and print a motion summary.
motion-pipeline-env/bin/python scripts/motion-pipeline.py import-bvh FILE \
[--scale 0.01] # scale cm->m for CMU/Mixamo files
Output fields: name, num_frames, num_joints, framerate,
total_time_seconds, bones[], root_trajectory (x/y/z range).
Detect ground contact frames per bone (foot, hand) using height + velocity
thresholds. Replicates ContactModule.GetContacts() from ai4animationpy.
motion-pipeline-env/bin/python scripts/motion-pipeline.py extract-contacts FILE \
--bones LeftFoot RightFoot \
--height 0.1 \
--vel 0.5
Output: { "bones": { "<name>": { "contact_frames": [...] } }, "total_frames": N }.
Split motion into root trajectory (WHERE + HOW) and per-joint local Euler angles (POSE). Implements the RootModule / MotionModule decomposition pattern.
motion-pipeline-env/bin/python scripts/motion-pipeline.py decompose FILE \
--hip Hips
Output: root_trajectory.positions[], root_trajectory.velocities[],
root_trajectory.facing_directions[], per_joint_euler_zyx_degrees{}.
First 5 frames shown in stdout; full data requires piping to a file.
Blend two BVH clips at a fixed alpha using SLERP rotations and LERP positions. Clips must share the same bone hierarchy.
motion-pipeline-env/bin/python scripts/motion-pipeline.py blend FILE_A FILE_B \
--alpha 0.5
Output: summary of the blended motion.
Run FABRIK inverse kinematics on a bone chain at a single frame.
motion-pipeline-env/bin/python scripts/motion-pipeline.py solve-ik FILE \
--chain Hips:LeftFoot \
--target 0.2,0.05,0.3 \
--frame 10
Output: chain[], target[], initial_positions[], solved_positions[],
end_effector_error (metres).
Convert a BVH mocap file into a TypeScript MoveFrame function compatible with
road-to-aew's wrestlingMoves.ts interface. Outputs keyframe-interpolated
TypeScript to stdout (and optionally a file).
motion-pipeline-env/bin/python scripts/generate-move-ts.py BVH MOVE_NAME \
[--scale 0.01] \
[--contact-bones LeftToeBase RightToeBase LeftHand RightHand] \
[--num-keyframes 12] \
[--hip-bone Hips] \
[--output path/to/output.ts]
| Argument | Default | Purpose |
|---|---|---|
| BVH | — | Path to .bvh mocap file |
| MOVE_NAME | — | Kebab-case name (e.g. roundhouse-kick) used in TS identifiers |
| --scale | 0.01 | Position scale; 0.01 converts cm→m for CMU/Mixamo files |
| --contact-bones | LeftToeBase RightToeBase LeftHand RightHand | Bones used to detect the impact window |
| --num-keyframes | 12 | Keyframe count in the output array (min 2) |
| --hip-bone | Hips | Root bone name for trajectory extraction |
| --output | stdout only | Write TS to this file path in addition to stdout |
Implementation note: The script imports motion-pipeline.py as a module
via importlib rather than calling it as a subprocess. This bypasses the 5-frame
truncation applied by the decompose CLI command, giving access to all frames.
Output structure:
// Generated from roundhouse-kick.bvh on 2026-04-13
// Keyframes: 12, Impact window: 0.45-0.55
const ROUNDHOUSE_KICK_KEYFRAMES = [...] as const;
export function getRoundhouseKick(progress: number): MoveFrame {
// keyframe lookup + linear interpolation
// isImpact based on detected contact window
return { attacker, defender, isImpact };
}
The attacker's offsetX/Y/Z are root trajectory positions normalized to
start at origin. Rotations are in radians (converted from the BVH's Euler
ZYX degrees). The defender reaction is computed procedurally: pushed backward
at impact, eases to mat post-impact.
Impact detection: The script finds the first run of 3+ consecutive contact
frames across the specified bones. For strike moves, this captures the moment
of hit. For walking/idle clips (feet always down), the window will be frame-0
and isImpact will be nearly never true — this is correct behavior.
Validation: The script prints a summary to stderr including trajectory range, impact window, and a structural syntax check. Exit code 1 if validation fails.
The decomposition from ai4animationpy becomes a design contract for all game animation work:
Animation State
root_trajectory -- WHERE (position, velocity, facing direction)
per_joint_euler -- HOW (local pose in ZYX Euler degrees)
contact_frames -- WHAT (contact states for feet, hands)
[guidance] -- WHY (intent; handled at game engine layer)
This separation enables:
| ai4animationpy module | This script equivalent | Notes |
|-----------------------|------------------------|-------|
| Import/BVHImporter.BVH | load_bvh() | Same parsing logic; scipy replaces torch |
| Animation/Motion | Motion dataclass | numpy-only; no torch backend |
| Animation/ContactModule | extract_contacts() | Height + velocity criterion identical |
| Animation/RootModule | decompose() root section | FK decomposition via matrix inverse |
| Animation/MotionModule | decompose() joint section | Local Euler extraction via scipy |
| IK/FABRIK | solve_ik_fabrik() | Algorithm identical; no Actor dependency |
| Downstream agent | Data consumed |
|------------------|---------------|
| rive-skeletal-animator | per_joint_euler_zyx_degrees from decompose |
| pixijs-combat-renderer | contact_frames from extract-contacts |
| combat-effects-upgrade | contact_frames (impact timing) |
| game-asset-generator | Produces source BVH files for this pipeline |
A walking cycle from ai4animationpy demos is available at:
/tmp/ai4animationpy/Demos/BVHLoading/WalkingStickLeft_BR.bvh
This is a full-body biped walking clip from the Geno character rig.
/tmp/ai4animationpy (cloned locally)Math/Tensor.py line 5.
No conditional import path exists. Standalone implementations are the correct approach.documentation
Document translation: quick/normal/refined modes with chunked parallel subagents and glossary support.
development
AI image generation: Gemini and Nano Banana backends; single/series/batch workflows with prompt-to-disk.
testing
Unified voice content generation pipeline with mandatory validation and joy-check. 13-phase pipeline: LOAD, GROUND, STATS-CHECKPOINT, GENERATE, HOOK-GATE, VALIDATE, REFINE, VARIETY-GATE, JOY-CHECK, ANTI-AI, CLOSE-GATE, OUTPUT, CLEANUP. Use when writing articles, blog posts, or any content that uses a voice profile. Use for "write article", "blog post", "write in voice", "generate content", "draft article", "write about".
documentation
Critique-and-rewrite loop for voice fidelity validation.