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 poorvith-mp/skills-gamedev --skill blender-animationgit clone --depth 1 https://github.com/poorvith-mp/skills-gamedevWrote 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/poorvith-mp/skills-gamedev/blender-animation)<a href="https://agentmods.dev/skills/poorvith-mp/skills-gamedev/blender-animation"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/blender-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/poorvith-mp/skills-gamedev/blender-animation"><img src="https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/blender-animation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00038 | $0.01478 |
| Opus 5 | $0.00019 | $0.00739 |
| Sonnet 5 | $0.00008 | $0.00296 |
| Haiku 4.5 | $0.00004 | $0.00148 |
Grade A, and why
blender-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 4d 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 — 106 lines — stays where its author put it; the contents beside it link to each section on GitHub.
blender-animation
Core Philosophy
Character and asset animation in Blender for real-time game engines is not about producing a single cinematic render. Game animation is modular, state-driven motion engineering. Animations must blend seamlessly in real time across locomotion states, maintain precise skeletal hierarchy conventions, adhere to bone transform constraints, and export clean, non-destructive FBX/glTF clips with root motion preservation and zero scale distortion.
4-Step Technical Blender Animation Pipeline
Step 1: Rigging Architecture & Armature Hierarchy
- Skeletal Hierarchy Standards:
- Establish an immutable root bone located at world origin
(0, 0, 0)namedroot. - Hierarchy:
root->pelvis->spine_01->spine_02->chest->neck->head. - Limb Suffix Conventions: Strictly use
.Land.R(e.g.hand.L,foot.R) to enable Blender's native X-Axis Mirroring and Pose Flipping tools.
- Establish an immutable root bone located at world origin
- IK / FK Switching Systems:
- Arms and Legs: Build dual Inverse Kinematics (IK) and Forward Kinematics (FK) chains with a custom property slider for smooth blending.
- Pole Targets: Set up pole target bones for knees and elbows with explicit Pole Angle calibration to prevent joint twisting.
Step 2: Weight Painting & Skinning Hygiene
- Deformation vs Mechanism Bones:
- Separate deformation bones (which deform the mesh) from mechanism/control bones (which the animator poses).
- Prefix deformation bones with
DEF_and ensure onlyDEF_bones have "Deform" checked in Bone Properties.
- Joint Deformation Topology:
- Enforce 3 edge loops across all bending joints (elbows, knees, finger knuckles) to prevent mesh collapsing during extreme bends.
- Normalize vertex weights: Every vertex must have total weights summing strictly to 1.0, with a maximum of 4 bone influences per vertex for mobile/console engine compatibility.
Step 3: Keyframing, Animation Principles & Root Motion
- The Core Locomotion Suite:
- Deliver complete sets: Idle, Walk, Run, Sprint, Jump Start, Jump Loop (Fall), Jump Land, Dodge/Roll.
- Maintain 60 FPS timeline calibration; ensure walk and run cycles are frame-perfect loops (Frame 1 pose matches Frame $N$ pose identically).
- Root Motion vs In-Place Animation:
- In-Place: Character stays at
(0, 0, 0); engine handles capsule displacement. - Root Motion: True character physical displacement is keyed into the
rootbone on the ground plane, allowing realistic foot-planting without foot-sliding.
- In-Place: Character stays at
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.
- 4d ago First seen · 106 lines · 38 tokens per session scan A 62d2dc29706e
blender-animation is a skill published in the GitHub repository poorvith-mp/skills-gamedev (4 stars, last pushed 5d ago), licensed MIT. It adds 38 tokens to every session and 1,478 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 2026-09-06.
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