blender-motion-state-inspection

blender-motion-state-inspection is a skill for Claude Code, Codex from nklofy/code-agent-skills. It costs 43 tokens per session (1,785 once invoked), scanned A, a copy of blender-motion-state-inspection, Apache-2.0.

A Blender inspection process for checking character models, rigs, poses, animations, and movement alignment using scene data as well as screenshots.

In plain words
What is it for?
Use it to investigate twisted or mirrored characters, foot sliding, retargeted animation, facing direction, scale, and whether an imported asset is the expected kind of object.
Why use it?
Screenshots alone can hide incorrect axes, scale, bone structure, transforms, or foot contact, making motion problems hard to diagnose.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to investigate twisted or mirrored characters, foot sliding, retargeted animation, facing direction, scale, and whether an imported asset is the expected kind of object.

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Install with agentmods
npx agentmods add skills/nklofy/code-agent-skills/blender-motion-state-inspection
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 nklofy/code-agent-skills --skill blender-motion-state-inspection
Clone the repo
git clone --depth 1 https://github.com/nklofy/code-agent-skills

Made for: Claude Code, 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-motion-state-inspection

README.md
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Your own site
<a href="https://agentmods.dev/skills/nklofy/code-agent-skills/blender-motion-state-inspection"><img src="https://agentmods.dev/badge/skills/nklofy/code-agent-skills/blender-motion-state-inspection/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-motion-state-inspection

Your own site · 80×15
<a href="https://agentmods.dev/skills/nklofy/code-agent-skills/blender-motion-state-inspection"><img src="https://agentmods.dev/badge/skills/nklofy/code-agent-skills/blender-motion-state-inspection.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 43 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,785 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 86% copy Near-identical to another mod 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 $0.00043 $0.01785
Opus 5 $0.00022 $0.00892
Sonnet 5 $0.00009 $0.00357
Haiku 4.5 $0.00004 $0.00178

Measured 10d ago against content hash 97b8aee8822a, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

blender-motion-state-inspection 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 10d 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.

Origin

This is a copy

86% identical to blender-motion-state-inspection — 29 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

affaan-m-ECC/blender-motion-state-inspection/SKILL.md · 166 lines

How it starts

The opening of the file, as written. The whole thing — 166 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Blender Motion State Inspection

When to Use

  • A Blender character looks twisted, mirrored, flattened, offset, or foot-sliding in an animation.
  • A user asks whether an imported avatar, armature, or retargeted motion matches an expected pose.
  • You need to compare rendered evidence with structured facts such as bones, bounding boxes, contacts, and facing vectors.
  • A workflow depends on deciding whether a model is a character, prop, proxy mesh, control rig, or broken import.

Core Principle

Do not judge animated 3D assets only from screenshots. Screenshots are review evidence, but they hide axis conventions, bone names, object scale, local transforms, parented meshes, material slots, and frame-by-frame contact state.

First extract structured Blender state, then use viewport screenshots or renders to confirm what the facts imply.

How It Works

  1. Establish the clean scene and asset baseline before judging motion.
  2. Extract structured facts from Blender using an exporter or Blender Python run inside Blender's own interpreter.
  3. Sample the frames most likely to expose contact, orientation, scale, and retargeting errors.
  4. Compare the measured facts against the user's expected pose, direction, ground plane, and render goal.
  5. Return a concise report that separates confirmed facts, likely causes, and required fixes.

Inspection Workflow

  1. Inventory the scene.

    • List meshes, armatures, empties, cameras, lights, modifiers, parent relationships, and hidden objects.
    • Separate character meshes from helper/proxy geometry before judging the avatar.
    • Record object-space and world-space bounding boxes.
  2. Identify the skeleton.

    • Capture armature names, pose bones, bone heads/tails, roll, parent chains, constraints, and rest-pose axes.
    • Map semantic bones such as hips, spine, neck, head, shoulders, elbows, hands, thighs, knees, ankles, and feet.
    • Flag missing left/right pairs and unusual naming schemes.
  3. Determine forward, up, and side axes.

    • Use the pelvis, spine, shoulders, hips, head, and feet together; do not rely on a single mesh normal.
    • Compare local armature axes with world axes and imported file conventions such as glTF Y-up vs Blender Z-up.
    • Mark likely mirrored or backwards imports when face/head/feet direction conflicts with root motion.

Read the full file on GitHub · 166 lines

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. 10d ago First seen · 166 lines · 43 tokens per session scan A 97b8aee8822a

Subscribe to this mod's changes

blender-motion-state-inspection is a skill published in the GitHub repository nklofy/code-agent-skills (18 stars, last pushed 2mo ago), licensed Apache-2.0. It adds 43 tokens to every session and 1,785 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 86% identical to blender-motion-state-inspection, differing in 29 lines, and is treated as a copy.

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