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arjun988

Animation skill

Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.

$npx skills add arjun988/blender-skills --skill animation
View this skill on GitHubarjun988/blender-skills/.claude/skills/animation/SKILL.md
Pack stars
2,432
Pack installs
40k
Alyn Score
64/99
Updated
5 days ago
License
MIT
– views – installs via Alyn

Install Animation

Pick your agent. Every command is ready to paste.

$npx skills add arjun988/blender-skills --skill animation

The open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.

01

Install it

Run the command above, or upload the folder in Claude.

02

Ask naturally

Describe the task. Your agent loads animation when the request matches its description.

03

Name it if needed

If it does not trigger, say “use the animation skill”. In Codex, type $animation.

The skill itself

SKILL.md

FolderGitHub

Animation

Game-ready motion with clean keyframes. Readable silhouettes in motion. Engine-compatible export.

When to Use

  • Character locomotion (walk, run, idle)
  • Combat animations
  • Mechanical/prop animation
  • Camera animation
  • Object animation with constraints

Workflow

Reference → Blocking → Breakdown → Splining → Polish
    → Cycle Validation → NLA Strip → Export

Locomotion Cycles

Cycle Key Poses Frames (30fps)
Walk Contact, Down, Pass, Up × 2 24–32
Run Contact, Drive, Flight, Recovery 16–24
Idle Breathe, weight shift, blink 60–120 loop

Naming: AN_[Char]_[Action]_[Variant]

Animation Principles (Applied)

  1. Timing — Weight through spacing
  2. Arcs — Natural limb paths
  3. Overlap — Secondary motion offset
  4. Anticipation — Wind-up before action
  5. Exaggeration — Style-dependent (see style skills)

Mechanical Animation

  • Use constraints over bone deformation
  • Hinge: Limit Rotation constraint
  • Pistons: Stretch-to or Copy Location
  • Gears: Driver for synchronized rotation
  • Doors: Empty pivot + rotation keyframes

Graph Editor Workflow

1. Block stepped keys (Constant interpolation)
2. Splining: Bezier with auto handles
3. Ease: Weighted handles for acceleration
4. Cycle: Copy first/last frame; verify loop seam
5. Clean: Remove redundant keys

NLA for Game Export

1. Action created and named per convention
2. Push down to NLA strip
3. Strip set to Repeat for cycles
4. Single strip active for export
5. Scale: 1.0; no NLA time remapping unless intentional

Camera Animation

  • Smooth Bezier interpolation always
  • Avoid sudden direction changes
  • Match focal length to subject scale
  • Camera shake: noise modifier on location (subtle)

MCP Integration

  1. Insert keyframes via MCP if supported
  2. Query action names and frame ranges
  3. Validate bone/object animation data exists pre-export
  4. Set frame range via MCP
  5. Export animation with rig via export-pipeline

Game-Ready Requirements

  • Root motion decision documented (in-place vs root motion)
  • Loop seam invisible (walk/idle/run)
  • No bone scale keyframes (engine issues)
  • Animation length matches engine state machine
  • Facial animation on separate action layer if needed
  • Frame rate: 30fps default (confirm project spec)

Constraints

MUST DO

  • Reference video for locomotion
  • Block in stepped mode before splining
  • Name actions AN_ prefix
  • Test cycle loop before export
  • Match animation style to art direction

MUST NOT DO

  • Linear interpolation on organic motion
  • Scale keyframes on rig bones
  • Over-animate idle (subtle is better)
  • Export without action assigned to NLA
  • Skip root motion documentation

Reference Guide

Topic Reference Load When
Walk cycle breakdown references/walk-cycle.md Locomotion
Combat timing references/combat-animation.md Action games

Tips for Animation

  • • Start a fresh session after installing so your agent picks up the new skill.
  • • It bundles reference files. The agent reads them only when needed, so they cost no context until then.
  • • It is part of a pack with 30 skills. Install only the ones you need with --skill to keep triggers precise.
  • • If two skills overlap, mention the one you want by name.

Questions about Animation

What does the Animation skill do?

Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.

How do I install Animation?

Run "npx skills add arjun988/blender-skills --skill animation" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.

Does Animation work in Cursor and Codex?

Yes. Animation uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.

Is Animation free?

Animation is open source on GitHub under the MIT license. It is free to install; check the license before commercial use.

Who made Animation?

Animation is published by arjun988 in the arjun988/blender-skills repository, together with 29 other skills.

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