analog-found-footage-h…
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
$ npx -y skills add arjun988/blender-skills --skill animation --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/animationContext preview
The summary Claude sees to decide when to auto-load this skill.
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
name: animation description: Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: animation, animate, walk cycle, run cycle, idle, combat, NLA, graph editor, keyframe related-skills: rigging, blender-modeler, export-pipeline
Game-ready motion with clean keyframes. Readable silhouettes in motion. Engine-compatible export.
Reference → Blocking → Breakdown → Splining → Polish
→ Cycle Validation → NLA Strip → Export| 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]`
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)
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
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
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
| Topic | Reference | Load When | |-------|-----------|-----------| | Walk cycle breakdown | `references/walk-cycle.md` | Locomotion | | Combat timing | `references/combat-animation.md` | Action games |
94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.
Repo: arjun988/blender-skills
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before…
Biome and setting art direction for Blender covering underwater, desert, arctic, jungle, underground, and floating-island environments.