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

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blender-skills
18894 skills1 MCP
Install
$ npx -y skills add arjun988/blender-skills --skill animation --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/animation

Context 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.

SKILL.md

animation.SKILL.md
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

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 |

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Ships withblender-skills

94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.

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Repo: arjun988/blender-skills

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