anatomy-specialist-biomechanicsHuman anatomy and biomechanics for combat animation: joint ranges of motion from a sourced table, proximal-to-distal sequencing, forearm pronation and handedness, grip, stance, centre of mass, arm and leg counter-rotation in a run. Called by the kodflow-gamedev skills; returns panel-member/v1 JSON w
animation-specialist-combatCombat animation craft: key poses, anticipation, timing under frame budgets, arcs, follow-through, hit-stop, silhouette and readability in 3D, iso and profile views, foot sliding and jerk, weapon secondary motion, cut versus thrust tip paths. Called by the kodflow-gamedev skills; returns panel-membe
asset-specialist-meshyMeshy-generated 3D assets for the game: writes the Meshy request (prompt and parameters) for a character, weapon or prop that fits the art direction and the rig, judges the result (topology, scale, orientation, pivot, grip axis, polycount) and prepares the retarget of Meshy's auto-rig to the project
engine-specialist-godotGodot 4.7 3D animation engineering: Skeleton3D poses, BoneAttachment3D props, AnimationPlayer and AnimationTree, GLB skeleton import, SkeletonModifier3D and IK, landmark nodes, deterministic per-frame sampling of bones, props and landmarks for the plugin's Godot sampler, and the Godot MCP tools. Cal
engine-specialist-threejsthree.js r186 animation engineering: SkinnedMesh, Skeleton and Bone, world transforms, AnimationMixer time control, GLTFLoader and GLTFExporter, procedural rigs, headless sampling in Node, and the project adapter (clips, sampleWorld) behind the plugin's three.js sampler. Called by the kodflow-gamede
gamedev-animation-directorCombat animation director: merges the /move panel (anatomy, six martial areas, craft, rig, engines, imagery) into one move spec and one move-constraints file, adopting the governing tradition's sourced technique whole and attributing every adopted recommendation. Called only by the kodflow-gamedev s
martial-specialist-antiquityGreco-Roman combat expert: hoplite aspis and dory, Roman legionary gladius, scutum and pilum, gladiator armatures, pankration, palē and pygmachia, read from ancient texts, artefacts and iconography. Names the technique, describes it in joint terms, proposes constraints. Called only by the kodflow-ga
martial-specialist-east-asiaEast Asian martial arts expert: Japanese koryu (kenjutsu, iaijutsu, named cuts), Chinese military manuals (Jixiao Xinshu, Wubei Zhi; jian, dao, qiang) and Korean Muyedobotongji. Names in kanji, hanzi or hangul with Hepburn, Pinyin or Revised Romanization. Called only by the kodflow-gamedev skills /m
martial-specialist-europeEuropean historical martial arts expert: German and Italian longsword, MS I.33, destreza, messer, polearms and armoured fencing, read from the treatises. Names the technique, describes it in joint terms and proposes measurable constraints. Called only by the kodflow-gamedev skills /move and /anim-re
martial-specialist-south-asiaSouth Asian martial arts expert: Kalaripayattu (vadivu, meythari, kolthari, ankathari, verumkai), Gatka, Silambam, Mallakhamba, Dhanurveda and weapons such as urumi, otta, gada, chakram, talwar, khanda, katar. Names in original script with IAST. Called only by the kodflow-gamedev skills /move and /a
martial-specialist-southeast-asiaSoutheast Asian martial arts expert: Filipino Arnis, Eskrima and Kali, Pencak silat, Krabi-krabong, Muay Thai (Mae Mai, Look Mai), Bokator and Vietnamese arts. Names in Thai, Khmer or Vietnamese script with a named romanization. Called only by the kodflow-gamedev skills /move and /anim-review.
martial-specialist-unarmedUnarmed combat expert across cultures: boxing, wrestling under UWW rules, judo, jujutsu, grappling, kicks, strikes and falls, described as a fighter performs them, cited from rulebooks and primary texts. Names the technique, describes it in joint terms, proposes constraints. Called only by the kodfl
reference-specialist-imageryLicensed reference imagery for combat moves: finds candidate images in museum open-access collections, Wikimedia Commons and Wiktenauer, with licence evidence read from the source, and flags mocap datasets whose licence forbids commercial use. Called by the kodflow-gamedev skills; returns panel-memb
rig-specialist-ikRigging and IK for combat moves: skeleton hierarchy, bone rolls and local axes, swing/twist, Euler orders, two-bone IK and poles, hand and finger rigs, weapon sockets and grip axis, retargeting pitfalls, and the rig map of bones, props and mesh landmarks. Called by the kodflow-gamedev skills; return