npx skills add ...
npx skills add theorcdev/skills --skill humanoid-animation
Produce production animation sets for Final Stand humanoid heroes and enemies from Meshy's humanoid rig and preset motion library (Plan 011 route), then package, gate, preview and install them. Use when animating a humanoid subject (Thorgrim, Sylra, Ignis, Seraphine, Malachar, Rhazgar, skeletons, necromancer, ogres, trolls, demon vanguard, bone colossus), choosing Meshy presets for Idle/Locomotion/BasicAttack/Cast/Hit/Death, rigging a biped on Meshy, or when the user mentions humanoid animation, Mixamo, preset motions, Plan 011 or the Malachar pilot.
npx skills add theorcdev/skills --skill humanoid-animation
Meshy humanoid rig + preset motions → packaged onto the exact production mesh →
Plan 009 gates, reels, Unity Humanoid install → operator review. Read
RULES.md first; follow WORKFLOW.md step by step.
Creature (non-humanoid) work uses the creature-animation skill instead.
ArtSource/3D/Roster/subjects.json (Cast only for casters); calibration entry in calibration.py derived from MESHY_HUMANOID with the subject's rigid parts.--ground-clamp, --plant-feet, --lock-feet, --posture-relax, --hand-guard), never with thresholds. Non-human proportions (ogre: short splayed legs, long arms) need --leg-splay and --hand-guard too; upright heroes may need only the clamp.--grip Part=bone,fraction,up|down (the shaft crosses the fist, never continues the forearm); up avoids floor contact when the arm hangs.# 1. body-only rig input (separate parts excluded)
Blender --background --factory-startup --python-exit-code 1 --python tools/3d/animation_quality/creatures/humanoid_rig_input.py -- \
--input Assets/_Project/Art/Models/Generated/Malachar/malachar.fbx \
--output ArtSource/3D/Meshy/Working/malachar/animation-011/Malachar_Plan010_RigInput.glb --exclude Malachar_Staff
# 2. Meshy in Chrome: upload (Private, keep texture/UV) → Animate → Rig Humanoid (height = model height) → add presets → Download
# (fbx, Mixamo template, Animation: All Added, Single file off, With Skin, 30 fps) → archive the zip under ArtSource/3D/Meshy/Raw/<subject>/animation-011/
# 3. package + gates + reel
Blender ... --python tools/3d/animation_quality/creatures/humanoid_package.py -- --subject malachar --raw <unzipped dir> \
--production Assets/.../malachar.fbx --output ArtSource/3D/Meshy/Working/malachar/animation-011/actions-v1 \
--map Idle_02=Idle --map Walking=Locomotion --map mage_soell_cast=BasicAttack --map mage_soell_cast_3=Cast --map Hit_Reaction=Hit --map Dead=Death \
--part Malachar_Staff=mixamorig:RightHand \
--ground-clamp --plant-feet --lock-feet --posture-relax Idle=0.5 --posture-relax Locomotion=0.5 # polish passes, see RULES.md
# brute shape (ogre): add --grip Ogre_Club=mixamorig:RightHand,0.2,up --leg-splay 0.35 --hand-guard
# always: --loop-blend 6 --death-hold 0.6 (1.5 for Fall Down); sword: --grip Skeleton_Sword=mixamorig:RightHand,0.15,up; shield: --part Skeleton_Shield=mixamorig:LeftForeArm
python3 tools/3d/animation_quality/creatures/pipeline.py --subject malachar --version 1 --plan 011 --stage export
python3 tools/3d/animation_quality/creatures/pipeline.py --subject malachar --version 1 --plan 011 --stage review --render all
python3 tools/3d/animation_quality/creatures/pipeline.py --subject malachar --version 1 --plan 011 --stage reel
python3 tools/3d/animation_quality/creatures/unity_install.py --subject malachar --version 1 --plan 011