AnimSmith lints skeletal animation clips for the problems that only show up after import: popped loops, sliding feet, drifting root motion, T-posed limbs. Point it at a glTF or FBX export and get frame- and bone-level evidence in seconds: on the command line while the DCC is still open, or in CI and as a Rust library once the contract is declared.
$ cargo install animsmith
$ animsmith lint walk.glb
Catch the loop pop or the wrong rig seconds after export, while the DCC is still open, with a finding that names the clip, the bone and the frame and a hint that maps to a DCC action.
Know what a pack or an outsourced delivery really contains, declare the contract your character controller expects, and gate every re-export in CI before it reaches a playtest.
Then the workflow for your seat: the animation-author workflow for artists and animators, the game-developer intake workflow for game developers.
Not a converter, an editor or a retargeter. AnimSmith sits between glTF-Validator and your engine importer and checks the content semantics neither of them sees. Why AnimSmith exists · All pages