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Recursive Bone Hierarchy Traversal And Animation Calculation

ASecurity

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.

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  • Added November 11, 2026
educationc++node

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A100/100

Scanned November 11, 2026

npx -y skills add ECNU-ICALK/AutoSkill --skill recursive-bone-hierarchy-traversal-and-animation-calculation --agent claude-code

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SKILL.md
---
id: "ef3d91dd-772b-4414-9d34-b4b9c13a9f08"
name: "Recursive Bone Hierarchy Traversal and Animation Calculation"
description: "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."
version: "0.1.0"
tags:
  - "c++"
  - "opengl"
  - "skeletal animation"
  - "recursion"
  - "bone hierarchy"
triggers:
  - "traverse bone hierarchy recursively"
  - "skip bones without animation"
  - "handle single keyframe animation"
  - "recursive joint processing"
  - "calculate animation transforms"
---

# 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.
5. **Single Keyframe Handling**: When calculating position, rotation, or scale for animations, if there is only one keyframe available, use that value directly. Do not attempt interpolation.
6. **Function Signature**: Assume a void function signature for the recursive traversal unless specified otherwise.

# Anti-Patterns
- Do not stop the entire traversal if a specific bone lacks animation data.
- Do not interpolate if only one keyframe exists.

## Triggers

- traverse bone hierarchy recursively
- skip bones without animation
- handle single keyframe animation
- recursive joint processing
- calculate animation transforms

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