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blender-animation

blender-animation

github.com/el4cteoCreative & media600199 installsUpdated today
Repository

About blender-animation

A Blender animation skill for artists and agents working on keyframed motion, game clips, and rig export. It covers Blender 5.x action data, production workflows, and baking rigs for export.

Key features

  1. 01Blender 5.x action and F-curve handling
  2. 02Keyframe workflow from blocking to polish
  3. 03Game clip looping and root motion
  4. 04Rig baking for FBX and glTF export
  5. 05Mocap cleanup and retargeting
  6. 06NLA strips and pose assets

Use cases

  1. 01Building and refining character animation
  2. 02Preparing looping game animation clips
  3. 03Baking control rigs to export skeletons
  4. 04Cleaning and retargeting mocap

MCP support

The workflow mentions MCP `look` for reviewing animation frames.

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/el4cteo/blender-skills --skill blender-animation

After installing, type/blender-animationin Claude Code to confirm it loaded.

Bundled filesscripts/_bpyx.pyscripts/bake_action.py

Details

From the project README

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.
  • 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 without add-ons: put the target rig in the same rest pose (T vs A matters most), add COPY_ROTATION constraints (world or local-with-parent space) from each target bone to the matching source bone, plus COPY_LOCATION on the hips/root (scaled by the leg-length ratio). Then self-bake with bake_action.py --source TARGET --target TARGET, and delete the constraints.
  • 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.

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