poorvith-mp/skills-gamedev/blender-animation
Claude Code and agent skill by poorvith-mp/skills-gamedev
- community
Checking that the SKILL.md file is still in the repository.
Rig, skin and animate characters and props, and export clean animation sets to an engine. Use when rigging skeletons, weight painting, or keyframing animations.
Install
npx vskill@latest install poorvith-mp/skills-gamedev/blender-animationSKILL.md
blender-animation
Core Philosophy
Character and asset animation in Blender for real-time game engines is not about producing a single cinematic render. Game animation is modular, state-driven motion engineering. Animations must blend seamlessly in real time across locomotion states, maintain precise skeletal hierarchy conventions, adhere to bone transform constraints, and export clean, non-destructive FBX/glTF clips with root motion preservation and zero scale distortion.
4-Step Technical Blender Animation Pipeline
Step 1: Rigging Architecture & Armature Hierarchy
- Skeletal Hierarchy Standards:
- Establish an immutable root bone located at world origin
(0, 0, 0)namedroot. - Hierarchy:
root->pelvis->spine_01->spine_02->chest->neck->head. - Limb Suffix Conventions: Strictly use
.Land.R(e.g.hand.L,foot.R) to enable Blender's native X-Axis Mirroring and Pose Flipping tools.
- IK / FK Switching Systems:
- Arms and Legs: Build dual Inverse Kinematics (IK) and Forward Kinematics (FK) chains with a custom property slider for smooth blending.
- Pole Targets: Set up pole target bones for knees and elbows with explicit Pole Angle calibration to prevent joint twisting.
Step 2: Weight Painting & Skinning Hygiene
- Deformation vs Mechanism Bones:
- Separate deformation bones (which deform the mesh) from mechanism/control bones (which the animator poses).
- Prefix deformation bones with
DEF_and ensure onlyDEF_bones have "Deform" checked in Bone Properties.
- Joint Deformation Topology:
- Enforce 3 edge loops across all bending joints (elbows, knees, finger knuckles) to prevent mesh collapsing during extreme bends.
- Normalize vertex weights: Every vertex must have total weights summing strictly to 1.0, with a maximum of 4 bone influences per vertex for mobile/console engine compatibility.
Step 3: Keyframing, Animation Principles & Root Motion
- The Core Locomotion Suite:
- Deliver complete sets: Idle, Walk, Run, Sprint, Jump Start, Jump Loop (Fall), Jump Land, Dodge/Roll.
- Maintain 60 FPS timeline calibration; ensure walk and run cycles are frame-perfect loops (Frame 1 pose matches Frame $N$ pose identically).
- Root Motion vs In-Place Animation:
- In-Place: Character stays at
(0, 0, 0); engine handles capsule displacement. - Root Motion: True character physical displacement is keyed into the
rootbone on the ground plane, allowing realistic foot-planting without foot-sliding.
Step 4: Non-Linear Animation (NLA) & Engine Export
- Action Management & NLA Strips:
- Push every completed animation into an NLA Action strip; enable "Fake User" (
F) to prevent Blender from purging unlinked animations on save.
- Engine Export Settings (Unity / Unreal):
- Apply All Transforms (
Ctrl+A-> Rotation & Scale) before export. Ensure armature scale is strictly(1.0, 1.0, 1.0). - Export FBX:
- Main: Selected Objects, Armature + Mesh only.
- Armature: Uncheck "Add Leaf Bones" (prevents useless dummy bones at bone tips).
- Animation: Bake Animations enabled, Key All Bones, Simplify = 0.0.
Deliverable Format: Character Animation Set Specification (ANIMATION-SPEC.md)
Worked Example: Eliminating Foot-Sliding via Root Motion
- Problem: In-place walk cycle caused character boots to slide visibly across the terrain when walking speed didn't match code capsule velocity.
- Solution: Re-keyed animation using Root Motion. Keyed forward translation directly onto the
rootground bone matching foot contact frames. - Outcome: Engine extracted root displacement dynamically; foot-sliding eliminated 100%.
Verification Checklist
- [ ] Armature scale is strictly uniform
(1.0, 1.0, 1.0)with transforms applied. - [ ] Only deformation bones (
DEF_) have vertex weights assigned. - [ ] Max 4 bone influences per vertex, normalized to 1.0.
- [ ] Export FBX disables "Add Leaf Bones".
- [ ] Looping locomotion animations match start and end frame poses seamlessly.
Anti-Patterns
- Unapplied Object Scale: Animating an armature with scale
(0.01, 0.01, 0.01), causing models to explode or deform grotesquely upon engine import. - Over-Influenced Vertices: Allowing 8 different bones to influence a single shoulder vertex, destroying mobile GPU skinning performance.
- Leaf Bones Bloat: Leaving "Add Leaf Bones" enabled, creating 40 useless dummy bones that clutter engine animation blueprints.
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.
Source
- SKILL.md in the repositoryCheckingskills/blender-animation/SKILL.md
Popularity
- 7-day trend score
- 5
Not refreshed yet.
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