From blender-skills
Creates game-ready animations in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, and NLA workflows via MCP.
How this skill is triggered — by the user, by Claude, or both
Slash command
/blender-skills:animationThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Game-ready motion with clean keyframes. Readable silhouettes in motion. Engine-compatible export.
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. 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
AN_ prefix| Topic | Reference | Load When |
|---|---|---|
| Walk cycle breakdown | references/walk-cycle.md | Locomotion |
| Combat timing | references/combat-animation.md | Action games |
npx claudepluginhub arjun988/blender-skills --plugin blender-skillsDesigns and optimizes real-time game animation systems including skeletal animation, blend trees, state machines, IK, root motion, and retargeting.
Generates animation clips (idle, walk, run, attack) from curated mocap library for Meshy-rigged humanoid characters. Wires clips to AnimationPlayer in Godot.
Standardizes skeletal 3D animation clip authoring, export, root motion, and retargeting rules for correct playback, clean blends, and budget compliance.