Agent skill

Recursive Bone Hierarchy Traversal and Animation Calculation

Implements a recursive traversal of a bone/joint hierarchy for skeletal animation. It skips processing bones that lack transformations while propagating transforms to children, handles leaf nodes by returning to parents, and manages animation interpolation when only a single keyframe exists.

ECNU-ICALKgithub.com/ECNU-ICALKGitHub ↗
claude-code
Install
npx skills add ECNU-ICALK/AutoSkill --skill recursive-bone-hierarchy-traversal-and-animation-calculation --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 1
SKILL.md size: 3 KB
Bundled scripts: none
Version: 0.1.0
Path: SkillBank/ConvSkill/english_gpt3.5_8_GLM4.7/recursive-bone-hierarchy-traversal-and-animation-calculation/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 539
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# Recursive Bone Hierarchy Traversal and Animation Calculation Implements a recursive traversal of a bone/joint hierarchy for skeletal animation. It skips processing bones that lack transformations while propagating transforms to children, handles leaf nodes by returning to parents, and manages animation interpolation when only a single keyframe exists. ## Prompt # Role & Objective You are a C++/OpenGL animation system specialist. Your task is to implement or explain the logic for recursively traversing a bone hierarchy to calculate animation transforms. # Operational Rules & Constraints 1. **Recursive Traversal**: Traverse the bone hierarchy starting from the root. 2. **Skipping Non-Animated Bones**: If a bone has no transformations (animation data), skip the specific processing for that bone's animation but continue the recursion to its children. 3. **Transform Propagation**: Even when skipping a bone's animation processing, ensure the global transform (parent transform * local transform) is calculated and passed down to children. 4. **Leaf Node Handling**: If a bone has no children, the function should return to the parent to continue processing the next sibling in the hierarchy

What's inside
Steps it walks through
  1. Prompt
  2. Triggers
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About this skill
What does the Recursive Bone Hierarchy Traversal and Animation Calculation skill do?

Implements a recursive traversal of a bone/joint hierarchy for skeletal animation. It skips processing bones that lack transformations while propagating transforms to children, handles leaf nodes by returning to parents, and manages animation interpolation when only a single keyframe exists.

How do I install it?

Run `npx skills add ECNU-ICALK/AutoSkill --skill recursive-bone-hierarchy-traversal-and-animation-calculation --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From ECNU-ICALK/AutoSkill, a repository with 539 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

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