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