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Bevy Animation Agent Skill

Bevy ECS skill for animation playback. Keywords: Bevy, AnimationPlayer, AnimationClip, AnimationPlugin, animate_targets.

2k tokens
context cost
SKILL.md, read when the skill is used
2
files
plus reference files
0
copies elsewhere
how many repositories repackaged it
854
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-animation

What comes with it

528 bytes besides the instruction
references/ecs-ownership.md

The instruction itself

16 sections, as written by the author

Bevy animation playback

When to use

Load this when an entity should play an AnimationClip. Blend graphs belong on bevy-animation-graph. 2D sprite specifics belong on bevy-2d-animation.

ECS shape

  • Components: AnimationPlayer controls playback. AnimatedBy links a target entity to the player entity. AnimationTargetId selects which curves apply.
  • Assets: AnimationClip holds VariableCurve entries.
  • Systems: advance_animations advances time. animate_targets writes the curves. AnimationPlugin adds animation support.
  • Events: AnimationEvent can be triggered from a clip. Check the animation docs for observer wiring beyond the trait name.

Playback pieces

| Need | Bevy idiom |

| --- | --- |

| Who advances time | AnimationPlayer on an entity |

| Clip asset | AnimationClip inside an AnimationGraph node |

| Which bone or field | AnimationTargetId plus AnimatedBy |

| Repeat | ActiveAnimation::repeat, which sets RepeatAnimation::Forever |

Examples

[dependencies]
bevy = "0.20"

AnimationPlayer::play takes an AnimationNodeIndex from an AnimationGraph, not a clip handle. AnimationGraph::from_clip builds that one-node graph. AnimatedBy points the target at the player entity. AnimationTargetId::from_name selects the curves for that name.

use bevy::animation::{AnimatedBy, AnimationTargetId};

#[derive(Resource)]
struct WalkNode(AnimationNodeIndex);

fn setup_walk(
    mut commands: Commands,
    mut clips: ResMut<Assets<AnimationClip>>,
    mut graphs: ResMut<Assets<AnimationGraph>>,
) {
    let clip = clips.add(AnimationClip::default());
    let (graph, index) = AnimationGraph::from_clip(clip);
    let player = commands
        .spawn((
            AnimationPlayer::default(),
            AnimationGraphHandle(graphs.add(graph)),
        ))
        .id();
    commands.spawn((
        AnimatedBy(player),
        AnimationTargetId::from_name(&Name::new("Hips")),
        Transform::default(),
    ));
    commands.insert_resource(WalkNode(index));
}

fn play_loop(mut players: Query<&mut AnimationPlayer>, walk: Res<WalkNode>) {
    for mut player in &mut players {
        player.play(walk.0).repeat();
    }
}

Pause, resume, and seek act on every active clip on that player.

fn pause_players(mut players: Query<&mut AnimationPlayer>) {
    for mut player in &mut players {
        player.pause_all();
    }
}

fn resume_and_seek(mut players: Query<&mut AnimationPlayer>) {
    for mut player in &mut players {
        player.resume_all().seek_all_by(0.25);
    }
}

Stop one node, or ask whether it is still active, without touching the other clips on the same player.

fn stop_walk(mut players: Query<&mut AnimationPlayer>, walk: Res<WalkNode>) {
    for mut player in &mut players {
        if player.is_playing_animation(walk.0) {
            player.stop(walk.0);
        }
    }
}

#[derive(Resource)]
struct WalkNode(AnimationNodeIndex);

Scale every active clip on the player. glTF files load as AnimationClip assets; this player plays the graph node that holds that clip.

fn slow_motion(mut players: Query<&mut AnimationPlayer>) {
    for mut player in &mut players {
        player.adjust_speeds(0.5);
    }
}

Expert Knowledge Delta

Target: Bevy 0.20+.

Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.

Who owns state

| Piece | Owner | Who may mutate | Schedule |

| --- | --- | --- | --- |

| Data on one entity | Component | One system via Query | Update or FixedMain |

| One value for the whole app | Resource | One system | Startup to insert, then the schedule that reads it |

| Spawn | Commands | The spawning system | Startup for the initial world; later schedules for runtime spawn |

| Order that must not race | .chain() | The chained systems only | Same schedule |

| Plugin boundary | Plugin | build registers systems and resources | Before the app runs |

Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.

Decision

| If you need | Do this | Do not |

| --- | --- | --- |

| Per-entity data | Component + Query | A plain struct stored outside the world |

| App-wide config or clock | Resource | Copy the value onto every entity |

| Stable simulation step | FixedMain and the Fixed clock | Tie simulation to raw frame Update |

| Startup spawn | Commands in Startup | Spawn from a render system |

| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging | A new event type invented in this file |

| An API outside the documented set | Check the official docs first | A made-up crate or API |

Load references/ecs-ownership.md for the ownership table.

NEVER

  • Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.
  • Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.
  • Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
  • Do not pass an AnimationClip handle to AnimationPlayer::play. WHY: play takes an AnimationNodeIndex from the graph built with AnimationGraph::from_clip.
  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.0. Permalinks stay unversioned.

Official Documentation

  • Assets - Official asset catalog. No third-party crate was selected.
  • Examples - Example tree on the latest branch.
  • Animation examples - Player, graph, and glTF clip samples.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.
Prerequisites
Complements
Downstream / consumers
Master

How to use it

Copy the folder

Take thedivergentai/bevy-animation from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.