blender-animation-workflow

blender-animation-workflow is a skill for Codex from ifBars/blender-agent-studio. It costs 60 tokens per session (552 once invoked), scanned A, original, MIT.

A workflow for creating and checking Blender animations of connected mechanical parts, articulated objects, and game actions. It covers how parts move, connect, and change state over time.

In plain words
What is it for?
Use it to animate hinges, mechanisms, falling or ejected objects, cables, hoses, pistons, and link rods, and to review or export actions as GLB files.
Why use it?
It helps prevent motion that looks physically wrong, such as parts rotating around the wrong point, losing contact with guides, or disconnected cables and rods. It also makes important poses and timing easier to review.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: $skill-name invocation.

Good fit Use it to animate hinges, mechanisms, falling or ejected objects, cables, hoses, pistons, and link rods, and to review or export actions as GLB files.

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Install with agentmods
npx agentmods add skills/ifbars/blender-agent-studio/blender-animation-workflow
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 ifBars/blender-agent-studio --skill blender-animation-workflow
Clone the repo
git clone --depth 1 https://github.com/ifBars/blender-agent-studio

Made for: Codex.

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 blender-animation-workflow

README.md
[![agentmods](https://agentmods.dev/badge/skills/ifbars/blender-agent-studio/blender-animation-workflow/github.svg)](https://agentmods.dev/skills/ifbars/blender-agent-studio/blender-animation-workflow)
Your own site
<a href="https://agentmods.dev/skills/ifbars/blender-agent-studio/blender-animation-workflow"><img src="https://agentmods.dev/badge/skills/ifbars/blender-agent-studio/blender-animation-workflow/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 blender-animation-workflow

Your own site · 80×15
<a href="https://agentmods.dev/skills/ifbars/blender-agent-studio/blender-animation-workflow"><img src="https://agentmods.dev/badge/skills/ifbars/blender-agent-studio/blender-animation-workflow.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 60 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 552 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.
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 $0.00060 $0.00552
Opus 5 $0.00030 $0.00276
Sonnet 5 $0.00012 $0.00110
Haiku 4.5 $0.00006 $0.00055

Measured today against content hash 0dcc50b0d1d4, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

blender-animation-workflow 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 today.

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.

plugins/blender-agent-studio/skills/blender-animation-workflow/SKILL.md · 55 lines

How it starts

The opening of the file, as written. The whole thing — 55 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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.

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 exported GLB.
  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.
  6. For every dynamic connector, report the maximum endpoint residual at the critical frames and inspect both endpoints in the rendered frames.

Read the full file on GitHub · 55 lines

Files

What ships with it

3 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. today Changed · +3 lines 0dcc50b0d1d4
  2. 8d ago First seen · 52 lines · 60 tokens per session scan A c4aa7a600d23

Subscribe to this mod's changes

blender-animation-workflow is a skill published in the GitHub repository ifBars/blender-agent-studio (14 stars, last pushed today), licensed MIT. It adds 60 tokens to every session and 552 once invoked, about $0.0003 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 2026-08-31.