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roblox-animations罗布乐克斯动画

Agent Skill

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。

总安装

2,424

周安装

122

GitHub Stars

2

下载量

792
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

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:roblox-animations(罗布乐克斯动画)
来源仓库:https://github.com/sentinelcore/roblox-skills
仓库路径:skills/roblox-animations
安装命令:
npx skills add https://github.com/sentinelcore/roblox-skills --skill roblox-animations
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/sentinelcore/roblox-skills --skill roblox-animations

简介

roblox-animations 用于辅助视频生成和动画项目开发。

  • 适合组织镜头、生成素材说明或维护合成代码。
  • 支持在 Codex、Claude、Cursor、Gemini CLI 中使用。
  • 涉及外部素材或商业发布时应先核对版权授权要求。
  • 适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

SKILL.md

Roblox Animations Reference

Core Objects

ObjectPurpose
AnimationAsset reference — holds AnimationId
AnimatorLives inside Humanoid or AnimationController; loads and drives tracks
AnimationControllerReplaces Humanoid for non-character rigs
AnimationTrackReturned by LoadAnimation; controls playback

Where to Run Animation Code

ScenarioScript TypeLocation
Local player characterLocalScriptStarterCharacterScripts
NPC / server-owned modelScriptInside model or ServerScriptService
Never play player character animations from a Script — they will not replicate correctly to the local client.

Loading and Playing Animations

-- LocalScript in StarterCharacterScripts
local character = script.Parent
local animator = character:WaitForChild("Humanoid"):WaitForChild("Animator")

local animation = Instance.new("Animation")
animation.AnimationId = "rbxassetid://1234567890"

local track = animator:LoadAnimation(animation)

track:Play()                      -- default fade-in (0.1s), weight 1, speed 1
track:Play(0.1, 1, 0.5)          -- fadeTime, weight, speed

track:AdjustSpeed(1.5)           -- change speed while playing
track:AdjustWeight(0.5, 0.2)     -- weight 0.5, fade over 0.2s

track:Stop()                      -- default fade-out (0.1s)
track:Stop(0.5)                   -- fade out over 0.5s

AnimationTrack Events

-- Fires after fade-out completes
track.Stopped:Connect(function()
    print("Animation finished")
end)

-- Use :Once for one-shot cleanup
track.Stopped:Once(function()
    cleanup()
end)

-- Fires when a named keyframe marker is reached
-- Marker names are set in the Roblox Animation Editor
track:GetMarkerReachedSignal("FootStep"):Connect(function(paramString)
    playFootstepSound()
end)

Looped vs One-Shot

PropertyLoopedOne-Shot
track.Loopedtruefalse
Set inAnimation Editor (loop toggle)Animation Editor
Override at runtimetrack.Looped = falsetrack.Looped = true
Stops automaticallyNo — must call track:Stop()Yes — after one cycle
-- Force a looped animation to play once
track.Looped = false
track:Play()
track.Stopped:Once(function() print("Done") end)

Animation Priority and Blending

Priority controls which tracks win on contested joints. Higher priority overrides lower.

Idle < Movement < Action < Action2 < Action3 < Action4 < Core
idleTrack.Priority   = Enum.AnimationPriority.Idle
runTrack.Priority    = Enum.AnimationPriority.Movement
attackTrack.Priority = Enum.AnimationPriority.Action

idleTrack:Play()
runTrack:Play()     -- overrides idle on shared joints
attackTrack:Play()  -- blends on top for joints it owns

Weight adjusts influence when two tracks share the same priority:

trackA:Play(0, 0.6)  -- weight 0.6
trackB:Play(0, 0.4)  -- weight 0.4 — blended on shared joints

Humanoid vs AnimationController

Humanoid (characters and humanoid NPCs)

local animator = character:FindFirstChildOfClass("Humanoid"):FindFirstChildOfClass("Animator")
local track = animator:LoadAnimation(animation)
track:Play()

AnimationController (props, vehicles, creatures)

local controller = model:FindFirstChildOfClass("AnimationController")
local animator = controller:FindFirstChildOfClass("Animator")
if not animator then
    animator = Instance.new("Animator")
    animator.Parent = controller
end
local track = animator:LoadAnimation(animation)
track:Play()

Replacing Default Character Animations

The Animate LocalScript in the character holds animation references. Modify its AnimationId values on CharacterAdded.

-- LocalScript in StarterCharacterScripts
local animate = script.Parent:WaitForChild("Animate")

local function replaceAnim(slotName, newId)
    local slot = animate:FindFirstChild(slotName)
    if slot then
        local animObj = slot:FindFirstChildOfClass("Animation")
        if animObj then animObj.AnimationId = newId end
    end
end

replaceAnim("idle",  "rbxassetid://111111111")
replaceAnim("run",   "rbxassetid://222222222")
replaceAnim("jump",  "rbxassetid://333333333")
replaceAnim("fall",  "rbxassetid://444444444")
replaceAnim("climb", "rbxassetid://555555555")

Available slots: idle, walk, run, jump, fall, climb, swim, swimidle, toolnone, toolslash, toollunge.


Stop All Playing Animations

local function stopAll(animator, fadeTime)
    for _, track in animator:GetPlayingAnimationTracks() do
        track:Stop(fadeTime or 0.1)
    end
end

Quick Playback Reference

track:Play(fadeTime, weight, speed)
-- fadeTime  default 0.1   — blend-in seconds
-- weight    default 1.0   — joint influence (0–1)
-- speed     default 1.0   — playback rate

track.TimePosition   -- current position in seconds (read/write)
track.Length         -- total duration in seconds
track.IsPlaying      -- bool
track.Looped         -- bool (override allowed at runtime)
track.Priority       -- Enum.AnimationPriority
track.WeightCurrent  -- actual blended weight right now
track.WeightTarget   -- target weight after fade

Upper-Body Only Animations

Priority blending affects all joints an animation touches. To play a wave only on the arms while legs animate from run/idle, the animation itself must be authored to only key upper-body bones (leave lower-body joints unkeyed in the Animation Editor). There is no runtime API to mask joints — the solution is in the animation asset, not the script.


Common Mistakes

MistakeFix
Playing character animations in a ScriptUse LocalScript in StarterCharacterScripts
LoadAnimation called on Humanoid (deprecated)Call on Animator instead
Two animations fighting on same jointsAssign different Priority values
Stopped fires immediatelyAnimation has zero length or wrong Looped setting
GetMarkerReachedSignal never firesMarker name misspelled, or animation not re-uploaded after adding markers
NPC animation not visible to other clientsPlay from a Script (server), not LocalScript
AnimationController track won't playMissing Animator child inside AnimationController

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

33.76%
按下载量换算267

Claude

28.87%
按下载量换算229

Cursor

17.98%
按下载量换算142

Gemini CLI

9.88%
按下载量换算78

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

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。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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