animation

animation is a skill for Claude Code from arjun988/blender-skills. It costs 34 tokens per session (850 once invoked), scanned A, original, MIT.

A Blender animation guide for creating game-ready movement, such as character cycles, combat actions, machines, cameras, and constrained objects. It also covers organizing animations and preparing them for export.

In plain words
What is it for?
Use it for walk, run, and idle cycles, combat moves, mechanical parts, camera motion, and object animation in Blender. It also helps refine timing in the Graph Editor and organize clips with the Nonlinear Animation editor.
Why use it?
It gives a structured process for turning reference material into clean, reusable motion. This helps avoid messy keyframes and animation that does not loop or export correctly.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Part of the blender-skills plugin — 58 skills shipped together

Good fit Use it for walk, run, and idle cycles, combat moves, mechanical parts, camera motion, and object animation in Blender. It also helps refine timing in the Graph Editor and organize clips with the Nonlinear Animation editor.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/arjun988/blender-skills/animation
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add arjun988/blender-skills --skill animation
Clone the repo
git clone --depth 1 https://github.com/arjun988/blender-skills

Made for: Claude Code.

Or install blender-skills, the plugin that ships this one along with the rest of its 58 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for animation

README.md
[![agentmods](https://agentmods.dev/badge/skills/arjun988/blender-skills/animation/github.svg)](https://agentmods.dev/skills/arjun988/blender-skills/animation)
Your own site
<a href="https://agentmods.dev/skills/arjun988/blender-skills/animation"><img src="https://agentmods.dev/badge/skills/arjun988/blender-skills/animation/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for animation

Your own site · 80×15
<a href="https://agentmods.dev/skills/arjun988/blender-skills/animation"><img src="https://agentmods.dev/badge/skills/arjun988/blender-skills/animation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 34 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 850 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00034 $0.00850
Opus 5 $0.00017 $0.00425
Sonnet 5 $0.00007 $0.00170
Haiku 4.5 $0.00003 $0.00085

Measured 9d ago against content hash a7c5fcef13d4, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

animation scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/skills/animation/SKILL.md · 125 lines

How it starts

The opening of the file, as written. The whole thing — 125 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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

Read the full file on GitHub · 125 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 9d ago First seen · 125 lines · 34 tokens per session scan A a7c5fcef13d4

Subscribe to this mod's changes

animation is a skill published in the GitHub repository arjun988/blender-skills (178 stars, last pushed 2mo ago), licensed MIT. It adds 34 tokens to every session and 850 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.