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blender-animation-workflow

blender-animation-workflow

github.com/ifbarsCreative & media9795 installsUpdated 5d ago
Repository

About blender-animation-workflow

A workflow skill for authoring and validating Blender animation, aimed at creators of mechanical or character motion. It defines semantic motion phases, guides rigged movement and connectors, and requires visual checks across critical frames.

Key features

  1. 01Semantic motion phases
  2. 02Pivot and assembly setup
  3. 03Guided component movement
  4. 04Dynamic connector validation
  5. 05Critical-frame and video review

Use cases

  1. 01Animating a mechanical sequence
  2. 02Checking moving parts against guides
  3. 03Validating cable or piston endpoints
  4. 04Reviewing timing and contact across frames

MCP support

References Blender MCP tools for Mixamo search preparation and animation import; the broader validation process uses the Blender asset-validation skill.

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/ifbars/blender-agent-studio --skill blender-animation-workflow

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

Bundled files

References and scripts installed along with SKILL.md.

agents/
openai.yaml
references/
astra-workflow.md
mechanical-animation.md
mixamo.md
scripts/
import_mixamo.py

Details

From the project README

Blender Animation Workflow

Read the shared execution guidance once per task for autonomous decisions, evidence cadence, and long-task continuity.

Make the mechanism understandable in still critical frames before polishing curves.

Find humanoid motion with Mixamo

For Mixamo search, preview, download and import, follow the Mixamo workflow. Use blender_prepare_mixamo_search to prepare the browser handoff, then blender_import_mixamo_animation to turn the downloaded FBX into a standalone animated .blend. Live catalog access requires host browser tools; applying motion to another rig requires a separate compatibility or retargeting workflow.

Define semantic phases

  1. Name the start, anticipation, contact, transfer, release, landing, rebound, and settle frames that apply.
  2. Specify which assemblies move and which stay fixed.
  3. Identify guides, pivots, contact surfaces, and material-state transitions.
  4. Read references/mechanical-animation.md for the review contract.

Author motion

  • Place pivots on actual hinge or rotation axes.
  • Parent rigidly moving parts to one assembly.
  • Use linear interpolation for mechanically constant motion and clamped Bezier handles for eased human-visible motion.
  • Key location and rotation together when an ejected or falling object changes orientation.
  • Keep moving components constrained by visible rails, sleeves, hinges, or guides.
  • Compute every moving attachment from a local anchor transformed by the owning assembly's evaluated matrix_world. Never rotate a world-space point around the origin as a substitute for a hinge transform.
  • Rebuild or key dynamic connectors such as cables, hoses, pistons, and link rods from their two evaluated endpoints at every required critical frame.
  • Assert connector endpoint error numerically before rendering. A connector is not valid merely because its object has keyframes.
  • Animate separate material states when transfer must be legible.
  • Avoid teleporting visibility changes unless the mechanism visibly occludes the transition.

Validate

  1. Run $blender-agent-studio:blender-asset-validation on the source and, when required by the task, the requested export.
  2. Render all semantic critical frames from at least two useful cameras.
  3. Render the complete action to video when timing or causality matters.
  4. Open the contact sheet and video.
  5. Check:
    • continuity and plausible speed;
    • contact and penetration;
    • attachment to guides;
    • readable cause and effect;
    • believable weight, impact, rebound, and settling;
    • visibility/material continuity;
    • exported action frame range when animation export is required.
  6. For every dynamic connector, report the maximum endpoint residual at the critical frames and inspect both endpoints in the rendered frames.

Do not accept an animation solely because keyframes and actions survived export.

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