Skip to content
Back to skills

Animation

ASecurity

Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.

  • 146 stars
  • 0 votes
  • 6 copies
  • 50 views
  • Added September 6, 2026
ai-agentsgitdocumentation

Works with

  • mcp

Security analysis

A100/100

Pro scans all 3 files and shows the line behind each finding

Scanned September 6, 2026

npx -y skills add arjun988/blender-skills --skill animation --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Animation?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Animation
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/arjun988-animation/badge)](https://www.skillsdirectory.com/skills/arjun988-animation)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: animation
description: Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
license: MIT
metadata:
  author: https://github.com/arjun988
  version: "1.0.0"
  domain: blender
  role: specialist
  triggers: animation, animate, walk cycle, run cycle, idle, combat, NLA, graph editor, keyframe
  related-skills: rigging, blender-modeler, export-pipeline
---

# Animation

Game-ready motion with clean keyframes. Readable silhouettes in motion. Engine-compatible export.

## When to Use

- Character locomotion (walk, run, idle)
- Combat animations
- Mechanical/prop animation
- Camera animation
- Object animation with constraints

## Workflow

```
Reference → Blocking → Breakdown → Splining → Polish
    → Cycle Validation → NLA Strip → Export
```

## Locomotion Cycles

| Cycle | Key Poses | Frames (30fps) |
|-------|-----------|----------------|
| Walk | Contact, Down, Pass, Up × 2 | 24–32 |
| Run | Contact, Drive, Flight, Recovery | 16–24 |
| Idle | Breathe, weight shift, blink | 60–120 loop |

Naming: `AN_[Char]_[Action]_[Variant]`

## Animation Principles (Applied)

1. **Timing** — Weight through spacing
2. **Arcs** — Natural limb paths
3. **Overlap** — Secondary motion offset
4. **Anticipation** — Wind-up before action
5. **Exaggeration** — Style-dependent (see style skills)

## Mechanical Animation

- Use constraints over bone deformation
- Hinge: Limit Rotation constraint
- Pistons: Stretch-to or Copy Location
- Gears: Driver for synchronized rotation
- Doors: Empty pivot + rotation keyframes

## Graph Editor Workflow

```
1. Block stepped keys (Constant interpolation)
2. Splining: Bezier with auto handles
3. Ease: Weighted handles for acceleration
4. Cycle: Copy first/last frame; verify loop seam
5. Clean: Remove redundant keys
```

## NLA for Game Export

```
1. Action created and named per convention
2. Push down to NLA strip
3. Strip set to Repeat for cycles
4. Single strip active for export
5. Scale: 1.0; no NLA time remapping unless intentional
```

## Camera Animation

- Smooth Bezier interpolation always
- Avoid sudden direction changes
- Match focal length to subject scale
- Camera shake: noise modifier on location (subtle)

## MCP Integration

1. Insert keyframes via MCP if supported
2. Query action names and frame ranges
3. Validate bone/object animation data exists pre-export
4. Set frame range via MCP
5. Export animation with rig via export-pipeline

## Game-Ready Requirements

- [ ] Root motion decision documented (in-place vs root motion)
- [ ] Loop seam invisible (walk/idle/run)
- [ ] No bone scale keyframes (engine issues)
- [ ] Animation length matches engine state machine
- [ ] Facial animation on separate action layer if needed
- [ ] Frame rate: 30fps default (confirm project spec)

## Constraints

### MUST DO
- Reference video for locomotion
- Block in stepped mode before splining
- Name actions `AN_` prefix
- Test cycle loop before export
- Match animation style to art direction

### MUST NOT DO
- Linear interpolation on organic motion
- Scale keyframes on rig bones
- Over-animate idle (subtle is better)
- Export without action assigned to NLA
- Skip root motion documentation

## Reference Guide

| Topic | Reference | Load When |
|-------|-----------|-----------|
| Walk cycle breakdown | `references/walk-cycle.md` | Locomotion |
| Combat timing | `references/combat-animation.md` | Action games |

Files in this skill

  • SKILL.md3.4 KB
  • references/combat-animation.md1.1 KB
  • references/walk-cycle.md553 B

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.