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EL4CTEO

Blender Animation skill

Animation in Blender 5.2 - slotted/layered actions and the channelbag API, Python keyframing, F-curves, game loops with pop/hitch checks, NLA clips, pose library, mocap/BVH/Mixamo retargeting with auto bone maps, baking control rigs to export skeletons, root motion, per-clip export. Use for any keyframe, action, NLA, mocap, or animation-export task.

$npx skills add EL4CTEO/blender-skills --skill blender-animation
View this skill on GitHubEL4CTEO/blender-skills/skills/blender-animation/SKILL.md
Pack stars
952
Pack installs
9.6k
Alyn Score
61/99
Updated
3 days ago
License
MIT
– views – installs via Alyn

Install Blender Animation

Pick your agent. Every command is ready to paste.

$npx skills add EL4CTEO/blender-skills --skill blender-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 blender-animation when the request matches its description.

03

Name it if needed

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

The skill itself

SKILL.md

FolderGitHub

Animation

The execution model is in blender-core (its references/bpy-patterns.md has verified keyframe/driver snippets). Rigs are in blender-character-rigging.

5.x data model (what changed)

  • An Action holds slots (one per animated ID) and layers → strips → channelbags → F-curves. A single action can animate several objects (e.g. a rig and its camera) through different slots.
  • Assign: ob.animation_data.action = act, then make sure ob.animation_data.action_slot is set (picked automatically when a suitable slot exists; otherwise act.slots.new(id_type="OBJECT", name=ob.name)).
  • F-curves: cb = anim_utils.action_ensure_channelbag_for_slot(act, slot), then cb.fcurves.ensure(path, index=i, group_name=...). action.fcurves no longer exists.
  • The simplest route is still pb.keyframe_insert("rotation_quaternion", frame=f), which creates the action, slot and channelbag.

Workflow (keyframe animation, studio style)

  1. Blocking: key poses on every channel (CONSTANT interpolation, bpy.context.preferences.edit.keyframe_new_interpolation_type) on golden frames (contact, down, passing, up for walks).
  2. Breakdowns: add in-betweens that define arcs and spacing.
  3. Spline: switch to BEZIER, fix spacing in the Graph Editor, and clean overshoot. Auto-clamped handles avoid overshoot.
  4. Polish: offsets/overlap (follow-through on hair, tails, cloth bones), arcs, moving holds (never a perfectly frozen character), and contact stability (feet locked with IK).
  5. Review: MCP look(mode="frames", frame_count=8) or a Workbench playblast (blender-rendering).

Game animation rules

  • One action per clip, named <Rig>_<Clip> or just <Clip>, with a fake user so it survives saving.
  • Loops: first and last frames identical. Export frames 1..N and let the engine drop the duplicate, or exclude the last frame (UE/Unity "loop pose" options). An F-curve CYCLES modifier helps preview but doesn't export, so bake it. Verify with scripts/loop_check.py -- --object RIG --action Walk [--root-motion root] [--fix]: it reports pose pops (last ≠ first, per bone, in deg/m) and speed hitches across the seam, and --fix keys the first-frame values on the last frame (root travel is kept).
  • FPS: author at 30 (or 24) and let engines resample. Set scene.render.fps before importing mocap.
  • Root motion: the root bone carries the translation (and yaw). The hips keep the bob/sway. scripts/bake_action.py --root-motion xy moves the hips' ground motion to the root. In-place clips: the root stays at the origin.
  • Additive/overlay clips (aim offsets, breathing) are exported as normal clips and marked additive in the engine.
  • Keep the bone transform channels the engine expects. Don't animate bone scale unless the engine supports it (Roblox and many mobile pipelines don't).

Bake control rig → export skeleton

scripts/bake_action.py -- --list
scripts/bake_action.py -- --source RIG_Body --target GAME_RIG_Body [--actions Walk Run] [--root-motion xy --hips spine]

This gives one baked action per clip (GAME_RIG_Body|Walk), cleaned, with fake users, plus one muted NLA track per clip (CLIP_Walk) so FBX (bake_anim_use_nla_strips/all actions) and glTF (ACTIONS mode) export every clip. The target's constraints are muted afterward so it plays the baked data; run --follow to drive it live again. Self-bake (IK/constraints → keys on the same rig): --source X --target X.

Mocap and retargeting

  • Import: bpy.ops.import_anim.bvh(filepath=..., global_scale=0.01 if cm else 1, rotate_mode="NATIVE", update_scene_fps=True), import_scene.fbx (Mixamo, automatic_bone_orientation=True).
  • Retarget: scripts/retarget.py -- --source Mocap --target GAME_RIG [--map auto|map.json] [--in-place] [--name Walk]. Each target bone gets the source bone's world rotation change from rest on its own rest orientation, so rolls, bone axes, Y-up/cm FBX object transforms and proportions don't matter. The hips travel is scaled by the hips-height ratio. Keys go straight into a new TARGET|Name action (quaternion, linear, fake user). Measured on a Mixamo-style rig (Y-up, 0.01 scale, rolled) → Rigify-named rig with 15% longer legs: 17 bones, < 0.1° error.
  • The auto map understands Mixamo (mixamorig:LeftUpLeg), Rigify DEF-/ORG-, UE/Unity/BVH-style names, and spine chains of different lengths. Check it first with --show-map (unmapped_key_parts must be empty), and pass a JSON {target: source} for anything custom (fingers, props).
  • Rest poses must match (T vs A matters most): pose the target's rest like the source's first. Then clean, add root motion, and export with bake_action.py.
  • Clean mocap: decimate keys (graph.decimate, ratio 0.3–0.5), use an F-curve SMOOTH modifier or the Butterworth filter (graph.butterworth_smooth), and fix foot sliding with IK pins and then bake.
  • Production retarget tools: Auto-Rig Pro (paid), Rokoko (free), and the engine-side retargeters (UE IK Retargeter, Unity Humanoid).

NLA and pose library

  • NLA: push actions down as strips (track.strips.new(name, start, action)) to layer/blend clips (blend type REPLACE/ADD/COMBINE), and use Tweak mode to edit. Strips need an action slot set when the action has several slots (strip.action_slot).
  • The pose library (bundled pose_library) stores poses as assets: poselib.create_pose_asset(pose_name=...), poselib.apply_pose_asset / blend_pose_asset. Use it for hand shapes, face poses, and a T/A rest pose.

Shape keys and other properties

Any property can be keyed: kb.keyframe_insert("value", frame=f) (shape key), mat.node_tree.nodes[...].inputs[...].keyframe_insert("default_value") (materials, which engines usually ignore), custom props ob.keyframe_insert('["prop"]').

Gotchas

  • pb.matrix = ... followed by keyframe_insert needs the right scene.frame_set(f) first, or an evaluation overwrites the pose.
  • Connected bones (use_connect) can't translate. Hips/pelvis must be unconnected from the root.
  • bake_action with visual keying reads evaluated poses, so constraints, IK and drivers are all captured. Mute the target's own constraints afterward (the script does), or they keep overriding the keys.
  • Quaternion vs Euler: game bones should use QUATERNION (no gimbal lock, smooth slerp). Euler is fine for single-axis controls. Don't mix modes between keys.
  • glTF sampling: export_force_sampling bakes every frame (the safe default). Non-linear F-curve modifiers and drivers only export when sampled.

Tips for Blender Animation

  • • Start a fresh session after installing so your agent picks up the new skill.
  • • This skill ships scripts. Read them before the first run, and run it in a project without secrets first.
  • • It is part of a pack with 28 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 Blender Animation

What does the Blender Animation skill do?

Animation in Blender 5.2 - slotted/layered actions and the channelbag API, Python keyframing, F-curves, game loops with pop/hitch checks, NLA clips, pose library, mocap/BVH/Mixamo retargeting with auto bone maps, baking control rigs to export skeletons, root motion, per-clip export. Use for any keyframe, action, NLA, mocap, or animation-export task.

How do I install Blender Animation?

Run "npx skills add EL4CTEO/blender-skills --skill blender-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 Blender Animation work in Cursor and Codex?

Yes. Blender 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 Blender Animation free?

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

Who made Blender Animation?

Blender Animation is published by EL4CTEO in the EL4CTEO/blender-skills repository, together with 27 other skills.

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