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generate-motion is a skill from the Summer skill library: a guide your AI agent reads when the task matches, so it builds the good version on the first try. Attach a library animation clip (idle, walk, run, attack) to a rigged character via AnimationPlayer.

When your agent uses it

  • The user needs an animation clip on a rigged character — idle/walk/run/attack from the curated Meshy library
  • A rigged character has no idle, walk, run, or attack animation yet

Install

summer setup installs every skill for your agent. To add only this one:
Swap claude-code for your agent, such as codex or cursor. See Skills for every option.

The skill

Picks a clip from a curated mocap library by name and wires it onto a Meshy-rigged humanoid. Fast (~30s), and it looks good because it is real mocap. The five short aliases that always work are idle, walk, run, jump, attack; anything else must be an exact library name — see the Reference card before you invent one. The target must be a Meshy-rigged humanoid — a rigAssetId from a prior assets.generate_3d({ kind: "image-to-3d", imageUrl: "...", rig: true }) call. The finished job’s result includes rigAssetId. If the user points at a non-rigged mesh, stop and route to asset-strategy (or directly call assets.generate_3d with rig: true) before generating motion.
Custom or non-humanoid motion (e.g. “drops to one knee, draws bow”, a nodding flower, a creature) goes to the text-to-motion skill (backend: "text-to-motion") when the server has it enabled; otherwise fall back to hand-authoring in Summer Engine or importing from Mixamo.

When to use this skill

  • “Add a walk animation to the goblin.”
  • “I need an idle, a run, and an attack on this character.”
  • “Death animation for the enemy when HP hits zero.”
  • The user has a rigged character and zero animations on it.

When NOT to use this skill

  • The user wants to apply an existing animation to a new model — use retarget instead. Don’t regenerate.
  • The user wants state-machine wiring (idle → walk → run blend) — generate the clips here, then hand off to animation-tree.
  • The user wants facial / lipsync animation — that’s facial-and-lipsync.
  • The mesh isn’t rigged. Rig first; never call assets.generate_motion on a static .glb.
  • The user wants procedural look-at, IK, foot placement — that’s procedural-animation.
  • The user described a custom signature move that isn’t on the curated list — use text-to-motion; if the server answers backend_unavailable, use the manual-authoring fallback below.

Steps

1. Verify the target is a rigged humanoid

The rigged model’s assetId is its rigAssetId (the id the rig job’s result named rigAssetId). Search results do not say whether a model is rigged: the dry run in step 2 checks it, and a model that is not rigged is refused there with invalid_input on rigAssetId. Then stop, propose assets.generate_3d({ kind: "image-to-3d", imageUrl: "...", rig: true }) first (the finished job’s result includes rigAssetId), or route to asset-strategy.

2. Confirm with the user before spending

I’m about to generate a “run” animation on goblin_rigged via meshy-library — about 30s, and it uses credits. OK?
dryRun: true on the call below returns the credits (estimate) and checks the rig is the person’s and rigged; clips the rig already has cost nothing, so the estimate is the most it can cost.

3. Call the operation

assets.generate_motion answers at once with a job; jobs.wait follows it until finished is true, and the finished job’s result has animationAssetId in it. When the rig already has every clip asked for, the answer is done at once with reused (nothing new was made or charged). Don’t assume any other field is present — resolve the asset to get stable file/download metadata:

4. Attach to the character’s AnimationPlayer

scenePath is required on summer_add_node, summer_set_resource_property and summer_save_scene. summer_inspect_node takes only path — it has no scenePath and reads the currently-edited scene. If the character will use multiple clips, leave the AnimationPlayer in place — every subsequent generation appends to the same library. State-machine wiring belongs to animation-tree, not here.

Confirmation gates

  • Before generation: state the motion name and that it uses credits. Wait for OK.
  • Before attaching: state which AnimationPlayer and which library slot. Wait for OK.
  • After generation: if the user hasn’t seen the preview, link previewUrl and ask “land or regenerate?” before wiring it into the scene.

Reference card

Curated motion library — what motionNames actually accepts

There are five short canonical aliases, and only five: idle, walk, run, jump, attack Everything else must be an exact raw Meshy library name (or its display name, or its numeric action id 0–696). The library is 678 entries, and its naming is nothing like a tidy snake_case scheme — real names look like Walking_Woman, Jump_Run, Run_02, Hit_Reaction, Roll_Dodge, Block1, Dead, Stand_Dodge, Triple_Combo_Attack, Wave_One_Hand, Chair_Sit_Idle_F, Lean_Forward_Sprint. Plausible-looking names that do not resolve, verified against the resolver: attack_sword, hit_react, death, sprint, block, dodge_left, crouch_idle, walk_back, run_strafe_left, jump_land, idle_combat, wave, dance, sit_idle. They resolve to nothing and the call errors. For a sword attack, use attack. So: if the user asks for something outside the five aliases, do not guess a snake_case name. Either use one of the five, quote an exact raw library name you have actually seen, or route to the manual-authoring fallback.

Pitfalls

  • Invented motionNames entries fail. "run_fast", "attack_sword", "death" all resolve to nothing and the call errors. Name resolution is exact — five aliases, or a real library name / display name / numeric id. Do not extrapolate a naming scheme.
  • Locomotion clips have a forward bias. Meshy’s run translates the root forward by ~5m. Either the code drives movement (then the baked root translation causes a lunge-and-snap every loop — strip it) or the clip does via root_motion_track + get_root_motion_position() — never both. The full root-motion setup and its playtest verification live in character-animation-wiring.
  • Rig pose mismatch. If your rig was rigged with a non-T-pose reference image, the limbs may bend wrong. Re-rig from a T-pose mannequin (see asset-strategy) before re-generating.
  • Rig still preparing. New rigs need ~3 minutes after the rig job completes before the animation library is ready. Called too early, assets.generate_motion answers in_progress with retry: "after" and details.retryAfterSeconds (about 180). Wait and retry.

Anti-patterns

  • Calling assets.generate_motion on a .glb that wasn’t rigged — the call is refused; a dry run says so first.
  • Generating the same clip twice because you forgot to save the animationAssetId from the first call. Search the asset library first: assets.search({ query: "goblin run", assetType: "animation", scope: "mine" }).
  • Wiring clips into an AnimationTree inside this skill. That’s the next skill’s job. Generate, attach, hand off.
  • Asking the model to invent a motion name that isn’t on the list. Quote from the list verbatim, or fall back to manual authoring.

Edge cases

  • Custom signature move (e.g. “drops to one knee, draws bow”). The custom prompt-driven route is text-to-motion. If it is unavailable, workarounds: hand-author the clip in Summer Engine’s animation panel, import a licensed clip as an AnimationLibrary, or compose curated clips in an AnimationTree OneShot blend.
  • Quadruped rig. Meshy library is humanoid-only. For quadrupeds and other non-humanoid rigs use text-to-motion, or hand-author / import an external library.
  • Character is < 1m tall (child / dwarf). Library clips assume a ~1.8m humanoid. Apply the clip; the proportions retarget but stride length looks long. Either accept it or tune playback_speed on the AnimationPlayer track.
  • Character has wings / tail. The library ignores the extra bones — they sag. Hand-author additive overlays for the extra bones, or accept the visual hit.

Without Summer Engine

In a session without Summer Engine tools (the assets profile; the summer-assets skill has the whole loop), do steps 1-3 and skip step 4 (the AnimationPlayer). Save the clip where the person asked with out on jobs.wait (the summer-assets skill says how), and tell them the path and format.

Fallback (no MCP)

The user can upload to Meshy directly at meshy.ai, generate through the dashboard, download .glb, and import it as an AnimationLibrary in Summer Engine.

Handoff

  • After generating locomotion clips, suggest character-animation-wiring — the end-to-end wiring path (inspect what landed, idle/walk/run state machine with blend times, footstep method tracks, root motion, playtest proof). For blend spaces and attack/hit overlays on top, animation-tree.
  • After generating a one-shot (death, hit-react), suggest design-npc to fire it from the behavior state machine.
  • For first-person hand animations on a player, use this skill on a hands-only rig and then fps-controller for the wiring.
  • If the user wants to apply these clips to a second character, hand off to retarget.

See also

  • asset-strategy — how to get a Meshy-rigged character in the first place.
  • animation-tree — wire the generated clips into a state machine.
  • retarget — re-use one library across many characters without regenerating.

From a shell

No Summer MCP tools in this session? Run each one as a command; when summer --version is missing or below 4.0, use npx -y summer-engine@latest in place of summer. Fields are flags in kebab-case (--scene-path res://main.tscn) or one --input '<json>', and summer ops describe <op> prints the exact input. The summer-cli skill has the rest.
  • character-animation-wiring: Wire a rigged character end to end: real clips and bones, locomotion states, method tracks, root motion.
  • design-npc: Design enemy, NPC, boss or companion behavior: perception, state machine, telegraphs, script stub.
  • animation-tree: Wire AnimationTree state machines and blend trees: locomotion blends, attack interrupts, hit reactions.
  • facial-and-lipsync: Make a character’s mouth move with a voice-over: phonemes, viseme blendshapes, facial expressions.
  • procedural-animation: Runtime bone changes on top of clips: head look-at, foot IK, hand grabs a prop, lean, recoil.
  • retarget: Apply animation clips from one rigged character to another: one clip library, many models.
  • text-to-motion: Make custom 2-second animation clips from text on the user’s own rigged models: people, animals, props.
  • asset-strategy: Route any ‘I need a [thing]’ asset request to the right skill: 2D, 3D, audio, video, VFX or animation.
  • fps-controller: First-person controller: WASD, mouse look, jump, coyote time, jump buffering, air control.

Source: library/skills/generate-motion/SKILL.md, rendered from summer-engine@4.3.0 on npm.