Animation is the thinnest part of the tool surface today. Inspection of AnimBP state machines works; IK Retargeter and AnimGraph authoring are not supported yet.
Animation is the one domain where the honest answer is that ClaudusBridge is not there yet. The agent can read an Animation Blueprint deeply enough to explain why a character is stuck in the wrong state, and it can repair one specific class of broken binding. It cannot author an AnimGraph, and it cannot touch IK Rig or IK Retargeter assets at all. If your reason for buying is an animation pipeline, read this page before you decide.
What works today
ClaudusBridge ships a native AnimBlueprint toolset of five tools, written because the generic Blueprint graph tools read K2 event and function graphs but are blind to AnimGraph state-machine topology.
DescribeAnimStateMachines dumps every state machine of an Animation Blueprint: states with the animation assets they play, the entry state, conduits and aliases, and every transition edge with its source, target, priority and automatic-rule flag, plus a summary of the rule graph including the Property Access paths, variable reads and function calls each rule evaluates.
DescribeTransitionRule dumps the full rule graph of one transition edge, node by node, with classes, titles, pins, default values and connections.
DescribeAnimGraph dumps every node of a named graph including the root AnimGraph itself, which the generic Blueprint graph tools cannot read, with each node's resolved Property Access path.
RebindAnimPropertyAccess is the one write primitive: it rewrites the dotted path of every Property Access node across all graphs, transition rules included, whose current path matches a substring, then recompiles and optionally saves. It exists to repair stale bindings after a variable or component rename.
GetActiveAnimStates reports the live state of a running actor, preferring a PIE world: per skeletal mesh component, the anim instance class and the currently active state of each state machine. That lets an agent verify animation behaviour headlessly instead of asking a human to watch the viewport.
What is not supported yet
IK Retargeter. There are no tools to create, inspect or edit IK Rig or IK Retargeter assets, and no way to configure a retarget chain or bone mapping.
Retargeted assets. The agent cannot run a batch retarget to produce retargeted animation sequences from a source skeleton to a target one.
AnimBP authoring. It cannot create an Animation Blueprint, add or remove states, add transitions, author transition rule logic, or wire blend nodes and state machines into the root AnimGraph.
Animation asset authoring. Creating or editing sequences, montages, blend spaces, notifies and curves is not covered by the current toolset.
Why the gap exists
Almost every other domain in ClaudusBridge is free, because Unreal 5.8 exposes it through reflection and the bridge simply harvests it. Animation is the exception: the engine's AnimationAssistantToolset ships in 5.8 as an empty module stub with no AI-callable functions, and nothing in the engine's toolset plugins touches retargeting at all. That means there is nothing to harvest. Every animation capability has to be hand-written in C++ against the AnimGraph editor node classes, which is exactly how the five tools above came to exist, and exactly why the rest has not landed yet.
What the planned work has to cover
Write primitives for state machines, so the agent can add and remove states and transitions rather than only describe them.
AnimGraph authoring, so blend nodes and state machines can be wired into the root pose from a prompt.
IK Rig and IK Retargeter asset creation and editing, including chain and bone mapping.
Batch retargeting, so producing a retargeted animation set becomes one call instead of a manual pass in the editor.
Against the 5.7 generation
Before
Oceanology Pro
Animation asset tools
An Animation category of 10 tools covering sequences, notifies, curves, bones, montages and blend spaces
None yet; the 5.8 line has not reclaimed this coverage
AnimGraph authoring
A single tool for adding AnimGraph nodes such as BlendSpacePlayer and SequencePlayer
None yet
State machine inspection
Not covered
Whole machines, transition rules and Property Access paths returned per call
Runtime verification
Visual inspection through the streaming watcher
GetActiveAnimStates reads the live active state per machine headlessly