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texture-state-animation

texture-state-animation

github.com/roble3Creative & media128765 installsUpdated 2w ago
Repository

About texture-state-animation

A skill for planning texture-state animation with registered images, separate semantic layers, and preview checks. It is intended for texture and 3D asset workflows that need controlled transitions and export-compatible animation channels.

Key features

  1. 01State alignment and normalization
  2. 02Semantic layer classification
  3. 03Per-layer transition planning
  4. 04Export-compatible animation channels
  5. 05Contact sheets and flicker checks

Use cases

  1. 01Planning transitions between texture states
  2. 02Keeping avatar silhouettes stable during animation
  3. 03Checking export limitations before delivery

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/roble3/cc-blender-skill --skill texture-state-animation

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

Bundled filesscripts/texture_transition_plan.py

Details

From the project README

Texture State Animation

This skill exists because “crossfade several full images” usually looks bad. Texture animation must be designed like motion graphics: registered states, constrained transition channels, and preview gates.

Failure modes to avoid

  • Whole-frame crossfades between unrelated crops/compositions.
  • Python frame handlers as the only playback mechanism when export/runtime support is needed.
  • Texture swaps that change silhouette, camera crop, or scale at the same time as decorative motion.
  • Mixing aura/background/HUD pixels into the avatar surface texture unless that is the intent.
  • Morph pulses that break accepted geometry constraints such as constant depth.

Workflow

  1. Register states first: crop, scale, align, and color-normalize all source states into one canvas and one semantic mask.
  2. Classify pixels/layers:
    • avatar surface/base;
    • facial decal/features;
    • glow/emission accents;
    • background/aura/context;
    • HUD/circle elements.
  3. Choose transition type per layer, not one global blend:
    • avatar surface: hold, shimmer, subtle value/roughness pulse, or masked dissolve;
    • face features: hold or short opacity fade;
    • glow accents: emission pulse / traveling highlight;
    • aura/HUD: independent orbit/dash/dot animation;
    • background: separate plane/compositor, never baked into avatar unless requested.
  4. Use export-compatible channels when needed:
    • keyframed material values, opacity, UV transform, shape keys, object transforms;
    • image sequence only if target supports it;
    • avoid Blender Python handlers for final GLB unless the target runtime will recreate them.
  5. Render a contact sheet and flicker report before calling the animation acceptable.

Acceptance gates

  • Each texture state is registered to the same bbox/landmarks.
  • No full-canvas crossfade is used unless state registration and semantics match.
  • Avatar silhouette remains stable unless the story explicitly calls for a morph.
  • Context/aura elements are separate from the avatar material.
  • The exported format can reproduce the animation, or limitations are documented.

Scripts

  • scripts/texture_transition_plan.py creates a transition plan from source states and flags risky whole-frame crossfades.

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