claude

kodflow-gamedev

Combat animation that is anatomically and martially right, for a game project that enables it in its own settings (never installed by install.sh). /move briefs a panel — anatomy, six martial areas with the declared tradition governing, animation craft, rig, Godot and three.js — and writes measurable constraints with their sources; /anim-review measures sampled clips against them and asks the owner's verdict; /anim-feedback keeps every verdict as an ADR that later runs read first; /reference fetches reference images with their licence; /meshy generates characters, weapons and props with Meshy, fetches them with their licence and judges them against the rig.

0 on GitHubby kodflowv0.0.0-r8de7f71dba2dMITupdated todayagents
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Plugin kodflow-gamedev from marketplace kodflow in kodflow/claude-marketplace. Commands read from the repo's manifest — today.

This plugin runs code on your machine — its hooks fire automatically on events like tool use. The exact commands are listed below; read them before installing.

What it installs

Skills (5)

  • anim-feedback

    Record the owner's verdict on a combat animation, good or bad, as a feedback ADR in docs/adr/feedback/ that every later /move and agent reads first. Written once, never edited; a correction supersedes. Then persists the trail in one permanent PR.

  • anim-review

    Measure an animated combat move against its constraints and every owner rule, then ask the owner's verdict on the rendered clip and hand it to /anim-feedback. Samples three.js or Godot clips into pose tracks; reports evaluated/total, never a pass it could not measure.

  • meshy

    Generate a character, weapon or prop with Meshy for the game: the asset agent writes the request, the owner approves the credits, meshy.py creates, polls and fetches the GLB with its licence, then the agent and the rig specialist judge it and prepare the retarget.

  • move

    Design one combat move with a sourced panel: anatomy, the six martial areas (the declared tradition governs, the others only remark), animation craft, rig, engines. Ends with a spec and measurable constraints under docs/anim/, verdict pending.

  • reference

    Find reference images for a combat move (treatise plates, museum objects, Commons photos) with their licence, and fetch the ones the owner keeps: committable ones into art/reference/ with a manifest, non-commercial ones only into an ignored study cache.

Subagents (14)

  • anatomy-specialist-biomechanics

    Human 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-combat

    Combat 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-meshy

    Meshy-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-godot

    Godot 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-threejs

    three.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-director

    Combat 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-antiquity

    Greco-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-asia

    East 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-europe

    European 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-asia

    South 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-asia

    Southeast 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-unarmed

    Unarmed 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-imagery

    Licensed 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-ik

    Rigging 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

Hooks (1)

  • SubagentStart

    "${CLAUDE_PLUGIN_ROOT}"/hooks/scripts/rules-digest.sh

View source on GitHub

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