texture-state-animation

texture-state-animation is a skill for Claude Code from RobLe3/cc-blender-skill. It costs 63 tokens per session (610 once invoked), scanned A, original, MIT.

A method for animating changes between several Blender texture states, such as different mascot looks, decals, lightmaps, or interface skins. Each visual layer gets a transition suited to its role instead of blending whole images together.

In plain words
What is it for?
Use it to register, classify, transition, and validate animated texture states for avatars, logos, decals, glow accents, and UI skins.
Why use it?
It avoids ugly crossfades, texture popping, misaligned images, and animation methods that may not work in the target engine. It also keeps surface changes separate from glow and background motion.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit Use it to register, classify, transition, and validate animated texture states for avatars, logos, decals, glow accents, and UI skins.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/roble3/cc-blender-skill/texture-state-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 RobLe3/cc-blender-skill --skill texture-state-animation
Clone the repo
git clone --depth 1 https://github.com/RobLe3/cc-blender-skill

Made for: Claude Code.

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 texture-state-animation

README.md
[![agentmods](https://agentmods.dev/badge/skills/roble3/cc-blender-skill/texture-state-animation.svg)](https://agentmods.dev/skills/roble3/cc-blender-skill/texture-state-animation)
Your own site
<a href="https://agentmods.dev/skills/roble3/cc-blender-skill/texture-state-animation"><img src="https://agentmods.dev/badge/skills/roble3/cc-blender-skill/texture-state-animation.svg" alt="Measured on agentmods" height="20"></a>
Per session 63 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 610 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 $0.00063 $0.00610
Opus 5 $0.00032 $0.00305
Sonnet 5 $0.00013 $0.00122
Haiku 4.5 $0.00006 $0.00061

Measured 8d ago against content hash 236400d3e0f6, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

texture-state-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 8d ago.

The scan reads SKILL.md. This mod also ships 1 executable file (scripts/texture_transition_plan.py), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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

Copies of this mod

1 near-identical copy found in the catalogue:

plugin/skills/texture-state-animation/SKILL.md · 52 lines

How it starts

The opening of the file, as written. The whole thing — 52 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Texture State Animation

This skill exists because “crossfade several full images” usually looks bad. Texture animation must be designed like motion graphics: registered states, constrained transition channels, and preview gates.

Failure modes to avoid

  • Whole-frame crossfades between unrelated crops/compositions.
  • Python frame handlers as the only playback mechanism when export/runtime support is needed.
  • Texture swaps that change silhouette, camera crop, or scale at the same time as decorative motion.
  • Mixing aura/background/HUD pixels into the avatar surface texture unless that is the intent.
  • Morph pulses that break accepted geometry constraints such as constant depth.

Workflow

  1. Register states first: crop, scale, align, and color-normalize all source states into one canvas and one semantic mask.
  2. Classify pixels/layers:
    • avatar surface/base;
    • facial decal/features;
    • glow/emission accents;
    • background/aura/context;
    • HUD/circle elements.
  3. Choose transition type per layer, not one global blend:
    • avatar surface: hold, shimmer, subtle value/roughness pulse, or masked dissolve;
    • face features: hold or short opacity fade;
    • glow accents: emission pulse / traveling highlight;
    • aura/HUD: independent orbit/dash/dot animation;
    • background: separate plane/compositor, never baked into avatar unless requested.
  4. Use export-compatible channels when needed:
    • keyframed material values, opacity, UV transform, shape keys, object transforms;
    • image sequence only if target supports it;
    • avoid Blender Python handlers for final GLB unless the target runtime will recreate them.
  5. Render a contact sheet and flicker report before calling the animation acceptable.

Acceptance gates

  • Each texture state is registered to the same bbox/landmarks.
  • No full-canvas crossfade is used unless state registration and semantics match.
  • Avatar silhouette remains stable unless the story explicitly calls for a morph.
  • Context/aura elements are separate from the avatar material.
  • The exported format can reproduce the animation, or limitations are documented.

Read the full file on GitHub · 52 lines

Files

What ships with it

1 file 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. 8d ago First seen · 52 lines · 63 tokens per session scan A 236400d3e0f6

Subscribe to this mod's changes

texture-state-animation is a skill published in the GitHub repository RobLe3/cc-blender-skill (53 stars, last pushed 4mo ago), licensed MIT. It adds 63 tokens to every session and 610 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 2026-08-30.

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