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.
npx skills add arjun988/blender-skills --skill animationgit clone --depth 1 https://github.com/arjun988/blender-skillsWrote 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.
[](https://agentmods.dev/skills/arjun988/blender-skills/animation)<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.
<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>- NVIDIA SkillSpector pass
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.
| Model | Per session | Once 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 |
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.
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)
- Timing — Weight through spacing
- Arcs — Natural limb paths
- Overlap — Secondary motion offset
- Anticipation — Wind-up before action
- 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
- Insert keyframes via MCP if supported
- Query action names and frame ranges
- Validate bone/object animation data exists pre-export
- Set frame range via MCP
- Export animation with rig via export-pipeline
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.
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.
- 9d ago First seen · 125 lines · 34 tokens per session scan A a7c5fcef13d4
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.
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