blender-animation

blender-animation is a skill for Claude Code from poorvith-mp/skills-gamedev. It costs 38 tokens per session (1,478 once invoked), scanned A, original, MIT.

A Blender workflow for building character and prop skeletons, adding movement, and exporting animation clips for a game engine. It covers rigging, skin weighting, and keyframe animation.

In plain words
What is it for?
Use it to rig characters and props, paint how meshes follow bones, create keyframed motion, and export FBX or glTF animation sets with root motion.
Why use it?
It helps avoid broken bone setups, bad deformation, and exports that do not work correctly in a game. It also keeps animations suitable for blending between gameplay states.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the skills-gamedev plugin — 48 skills shipped together

Good fit Use it to rig characters and props, paint how meshes follow bones, create keyframed motion, and export FBX or glTF animation sets with root motion.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/poorvith-mp/skills-gamedev/blender-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 poorvith-mp/skills-gamedev --skill blender-animation
Clone the repo
git clone --depth 1 https://github.com/poorvith-mp/skills-gamedev

Made for: Claude Code.

Or install skills-gamedev, the plugin that ships this one along with the rest of its 48 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 blender-animation

README.md
[![agentmods](https://agentmods.dev/badge/skills/poorvith-mp/skills-gamedev/blender-animation/github.svg)](https://agentmods.dev/skills/poorvith-mp/skills-gamedev/blender-animation)
Your own site
<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.

agentmods 80×15 button for blender-animation

Your own site · 80×15
<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>
Per session 38 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,478 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 $0.00038 $0.01478
Opus 5 $0.00019 $0.00739
Sonnet 5 $0.00008 $0.00296
Haiku 4.5 $0.00004 $0.00148

Measured 4d ago against content hash 62d2dc29706e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

skills/blender-animation/SKILL.md · 106 lines

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

  1. Skeletal Hierarchy Standards:
    • Establish an immutable root bone located at world origin (0, 0, 0) named root.
    • Hierarchy: root -> pelvis -> spine_01 -> spine_02 -> chest -> neck -> head.
    • Limb Suffix Conventions: Strictly use .L and .R (e.g. hand.L, foot.R) to enable Blender's native X-Axis Mirroring and Pose Flipping tools.
  2. 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

  1. 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 only DEF_ bones have "Deform" checked in Bone Properties.
  2. 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

  1. 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).
  2. 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 root bone on the ground plane, allowing realistic foot-planting without foot-sliding.

Read the full file on GitHub · 106 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. 4d ago First seen · 106 lines · 38 tokens per session scan A 62d2dc29706e

Subscribe to this mod's changes

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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