ifbars/blender-agent-studio/blender-animation-workflow

Claude Code and agent skill by ifbars/blender-agent-studio

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Author, diagnose, and refine Blender animation for articulated props, mechanical assemblies, material-transfer sequences, and game-ready actions. Use when motion timing, pivots, physical connections, critical poses, trajectories, visibility states, or exported GLB actions must be created or reviewed.

Install

npx vskill@latest install ifbars/blender-agent-studio/blender-animation-workflow

SKILL.md

Blender Animation Workflow

Read the shared execution guidance once per task for autonomous decisions, evidence cadence, and long-task continuity.

Make the mechanism understandable in still critical frames before polishing curves.

Humanoid motion and interaction

For characters, read humanoid motion and contact IK and use its review record. Establish weight transfer, support phases and target-relative gestures before adding IK. Preserve the motion intent when repairing stiffness; neither repeated foot lifts nor an idle body swivel establishes a natural turn. Check full-speed motion separately from contact accuracy, then compare native and fresh-import evidence. Engine and remote-observer checks apply when integration is requested.

Find humanoid motion with Mixamo

For Mixamo search, preview, download and import, follow the Mixamo workflow. Use blender_prepare_mixamo_search to prepare the browser handoff, then blender_import_mixamo_animation to turn the downloaded FBX into a standalone animated .blend. Live catalog access requires host browser tools; applying motion to another rig requires a separate compatibility or retargeting workflow.

Define semantic phases

  1. Name the start, anticipation, contact, transfer, release, landing, rebound, and settle frames that apply.
  2. Specify which assemblies move and which stay fixed.
  3. Identify guides, pivots, contact surfaces, and material-state transitions.
  4. For mechanical assemblies, read references/mechanical-animation.md for the review contract. For humanoids, use the contact and interaction contract above.

Author motion

  • Place pivots on actual hinge or rotation axes.
  • Parent rigidly moving parts to one assembly.
  • Use linear interpolation for mechanically constant motion and clamped Bezier handles for eased human-visible motion.
  • Key location and rotation together when an ejected or falling object changes orientation.
  • Keep moving components constrained by visible rails, sleeves, hinges, or guides.
  • Compute rigid moving attachments from a local anchor transformed by the owning

assembly's evaluated matrix_world. For skinned clothing and accessories, follow the evaluated deforming surface with appropriate weights or surface binding; an object transform alone cannot track skin deformation. Never rotate a world-space point around the origin as a substitute for a hinge transform.

  • Rebuild or key dynamic connectors such as cables, hoses, pistons, and link

rods from their two evaluated endpoints at every required critical frame.

  • Assert connector endpoint error numerically before rendering. A connector is

not valid merely because its object has keyframes.

  • Animate separate material states when transfer must be legible.
  • Avoid unexplained teleporting visibility changes in mechanisms. Explicitly

requested gameplay snaps, such as instant seat entry/exit, follow the humanoid guide's seat-anchor and recovery checks.

Validate

  1. Run $blender-agent-studio:blender-asset-validation on the source and, when required by the task, the requested export.
  2. Render all semantic critical frames from at least two useful cameras.
  3. Render the complete action to video when timing or causality matters.
  4. Open the contact sheet and video.
  5. Check:
  • continuity and plausible speed;
  • contact and penetration;
  • attachment to guides;
  • readable cause and effect;
  • believable weight, impact, rebound, and settling;
  • visibility/material continuity;
  • exported action frame range when animation export is required.
  1. For every dynamic connector, report the maximum endpoint residual at the

critical frames and inspect both endpoints in the rendered frames.

Do not accept an animation solely because keyframes and actions survived export.

For character socks, cuffs, ankles and flexible straps, use the character workflow's surface-attachment loop and blender_inspect_attachments where available. Check neutral, contact, passing and lifted-foot poses from side and rear, repair the failed binding, then rerun the same sampled frames and closeups. Preserve deliberately stylized proportions and mitten hands.

Security

  • Security scanPassed, 100 of 100Pattern checks on the skill's files.
  • Model reviewNot runA model review is scheduled for the next rescan.

Quality evaluation

  • Task evaluationNot runNo evaluation yet. Run one in Skill Studio.

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