animate-anything
v0.9.0Whole-body actions for any rigged creature in Blender, beyond the walk cycle: crouch, crouch walk, slide, and the recoveries out of a slide - with climb next. A walk can let feet slide a little; these cannot, because they are defined by contacts, so every pose is built from target positions rather than rotation signs. Any rig - hand-built, Rigify, or rig-anything's generic builder, whichever way its hierarchy runs - is first mapped to one body of spine, neck, head, tail, legs and arms, and actions are written in fractions of that body so one description fits a human and a rat. Poses are values that blend, so a slide recovery is simply slide -> deep crouch -> stand, and every new clip is measured to start exactly where the clip before it ends. Each clip is played back through Blender and checked: prediction against playback, planted feet, stance feet on their line, joints folding past sense, bones and skin through the floor, and balance from the skinned centre of mass. Since 0.3.0 move_set's walk, trot and sprint come from rig-anything's contact-based locomotion, with each foot's footfall schedule read back for the engine. Requires rig-anything 0.10.0 or later, which ships the code. Since 0.4.0 winged creatures fold, spread, flap, glide, dive, take off and land, and carry their wings folded through every ground action. Since 0.5.0 creatures with a modelled mouth bite, roar, breathe fire, swallow, and - for a rorqual - engulf and purge, on clips that move only the head and mouth so an engine layers them over walking and flying. Requires rig-anything 0.11.0. Since 0.6.0 fish and whales swim, with fins that fold at speed and spread to brake. Since 0.7.0 radial bodies - jellyfish, sea stars, brittle stars, anemones - pulse, crawl, row, sway and retract, with headings chosen per move because nothing has a front. Requires rig-anything 0.12.0. Since 0.8.0 hoppers hop, bound, walk and jump - a rabbit on measured ankle angles, a cricket from a cocked tibia - as launch, air and landing clips an engine joins without a seam. Since 0.9.0 people walk like who they are: posture, stance width, an upper body inside the clip and gait styles (elderly shuffle, heavy, child, brisk, relaxed) come from rig-anything's cycle, and every clip is re-checked on playback before export. Requires rig-anything 0.14.0.
By Paul LovyLicense: MIT0 GitHub starsUpdated last week
Directory evidence
- Runtimes
- Claude Code
- Parsed components
- 1 skill or MCP entry
- Source updated
- Sep 16, 2026
- Manifest status
- Canonical path parsed
The directory validates manifest shape and source location. It does not execute the plugin or provide a security endorsement. Review the indexing methodology →
Install animate-anything for Claude Code
claude plugin marketplace add IchenDEV/agent-plugin-mkt
claude plugin marketplace update agent-plugin-marketplace
claude plugin install animate-anything@agent-plugin-marketplacePaste and run these commands in a terminal with Claude Code. They add and refresh the PluginsMP catalog, then install this plugin.
The installer fetches third-party code from the source repository shown on this page. This directory validates manifest structure and source location, but does not perform a security audit; review the manifest, components, and source before installing.
Get the source manually
git clone https://github.com/wfbcargo/PaulClaudePluginsClone the source repository, then follow its setup instructions to add the plugin to a compatible client. The plugin root is plugins/animate-anything/.
Plugin files
├── .claude-plugin/plugin.json└── SKILL.md
Included Skills1
Author whole-body actions - crouch, crouch walk, slide and slide recovery now, climb next - for any rigged creature in Blender by identifying its spine, neck, head, tail, legs and arms and posing it by target positions with IK, so planted feet and hands stay put. Works on hand-built, Rigify and rig-anything generic rigs alike, with every clip played back through Blender and checked for foot drift, floor penetration, joint folding and balance. Use when asked to make a creature crouch, squat, duck, sneak, crouch-walk, slide, get up, climb or perform any action beyond a walk cycle, to open a jaw - bite, roar, breathe fire, swallow, engulf - to rig fins or make a fish or whale swim, to make a jellyfish pulse, a sea star or brittle star crawl or row, or an anemone sway and retract, to make a rabbit hop, bound or leap or a cricket or grasshopper walk and jump, or when asked which bones are a rig's arms, legs, spine or neck.
Plugin manifests1
{
"name": "animate-anything",
"version": "0.9.0",
"description": "Whole-body actions for any rigged creature in Blender, beyond the walk cycle: crouch, crouch walk, slide, and the recoveries out of a slide - with climb next. A walk can let feet slide a little; these cannot, because they are defined by contacts, so every pose is built from target positions rather than rotation signs. Any rig - hand-built, Rigify, or rig-anything's generic builder, whichever way its hierarchy runs - is first mapped to one body of spine, neck, head, tail, legs and arms, and actions are written in fractions of that body so one description fits a human and a rat. Poses are values that blend, so a slide recovery is simply slide -> deep crouch -> stand, and every new clip is measured to start exactly where the clip before it ends. Each clip is played back through Blender and checked: prediction against playback, planted feet, stance feet on their line, joints folding past sense, bones and skin through the floor, and balance from the skinned centre of mass. Since 0.3.0 move_set's walk, trot and sprint come from rig-anything's contact-based locomotion, with each foot's footfall schedule read back for the engine. Requires rig-anything 0.10.0 or later, which ships the code. Since 0.4.0 winged creatures fold, spread, flap, glide, dive, take off and land, and carry their wings folded through every ground action. Since 0.5.0 creatures with a modelled mouth bite, roar, breathe fire, swallow, and - for a rorqual - engulf and purge, on clips that move only the head and mouth so an engine layers them over walking and flying. Requires rig-anything 0.11.0. Since 0.6.0 fish and whales swim, with fins that fold at speed and spread to brake. Since 0.7.0 radial bodies - jellyfish, sea stars, brittle stars, anemones - pulse, crawl, row, sway and retract, with headings chosen per move because nothing has a front. Requires rig-anything 0.12.0. Since 0.8.0 hoppers hop, bound, walk and jump - a rabbit on measured ankle angles, a cricket from a cocked tibia - as launch, air and landing clips an engine joins without a seam. Since 0.9.0 people walk like who they are: posture, stance width, an upper body inside the clip and gait styles (elderly shuffle, heavy, child, brisk, relaxed) come from rig-anything's cycle, and every clip is re-checked on playback before export. Requires rig-anything 0.14.0.",
"author": {
"name": "Paul Lovy",
"url": "https://paullovy.com"
},
"homepage": "https://github.com/wfbcargo/PaulClaudePlugins",
"repository": "https://github.com/wfbcargo/PaulClaudePlugins",
"license": "MIT",
"keywords": [
"blender",
"animation",
"ik",
"crouch",
"slide",
"keyposes",
"procedural-animation",
"gltf",
"gamedev",
"3d",
"gait",
"locomotion",
"wings",
"flight",
"maw",
"jaw",
"fire-breath",
"fins",
"fish",
"swimming",
"radial",
"jellyfish",
"starfish",
"tentacles",
"hoppers",
"jumping",
"rabbit",
"cricket"
]
}For maintainers
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[animate-anything on Agent Plugins Marketplace](https://pluginsmp.com/plugins/animate-anything)