setup-fsm

Configures character animation state machines using FSM and BlendSpace templates with Lua driver code.

Updated Jul 15, 2026
One-click install
npx skills add https://github.com/skyoxu/taptapmarker --skill setup-fsm-skyoxu
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: setup-fsm
Source: https://github.com/skyoxu/taptapmarker/tree/main/.cursor/skills/setup-fsm
Command: npx skills add https://github.com/skyoxu/taptapmarker --skill setup-fsm-skyoxu

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Setting up character animation state machines from scratch is error-prone: you must author FSM JSON files, wire BlendSpaces, and write per-frame parameter updates. This Skill provides ready-made templates and a step-by-step workflow to get a character walking, running, and jumping quickly. ## Core Features & Use Cases - Template-Based FSM Setup: Copy StandardLocomotion FSM and 1D or 2D Polar BlendSpace templates, then replace animation uuid placeholders. - Two Movement Modes: Choose 1D blending for forward/backward movement (platformers) or 2D Polar blending for 8-direction movement (TPS, RPG). - Lua Integration: Load the FSM via AnimationStateMachine component and drive parameters like moveSpeed, isGrounded, direction, and jump triggers each frame. - Use Case: Add a state machine to a third-person character so it smoothly transitions between idle, walk, run, and jump animations based on player input. ## Quick Start Set up an animation state machine on my character so it can walk, run, and jump using the locomotion templates.

Frequently Asked Questions about setup-fsm

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I set up an animation state machine for a game character?▼

Copy the StandardLocomotion FSM template and a BlendSpace template into your project's scripts/FSM directory, replace the animation uuid placeholders with real animation assets, then load the FSM via the AnimationStateMachine component in Lua and update parameters each frame.

What is the difference between 1D and 2D Polar BlendSpace for character movement?▼

The 1D BlendSpace blends animations along a single moveSpeed parameter, suiting forward/backward movement in platformers. The 2D Polar BlendSpace adds a direction parameter (-180 to 180 degrees), enabling eight-direction movement for TPS or RPG characters.

What components are required for animation state machine to work?▼

The character node must have an AnimatedModel component as a prerequisite, plus both AnimationController and AnimationStateMachine components. Load the FSM JSON file with LoadFromJSONFile and call Start before updating parameters.

How do I trigger a jump animation in the state machine?▼

Call fsm:SetTrigger("jump") once when the jump input is pressed. Triggers reset automatically after firing, so only call them when the transition should occur, and keep isGrounded updated for landing transitions.

Why are my character animations not transitioning smoothly between states?▼

Check that all placeholder uuids were replaced with valid animation assets and that moveSpeed and isGrounded are updated every frame in the Update loop. Also verify both AnimationController and AnimationStateMachine components exist on the node.