Blender Animation
Spillklare Blender-sykluser: 30fps, ingen skaleringstaster, NLA-stripe, ren eksport
Bestått
Hva den gjør
Animation procedure for Blender aimed at game engines: locomotion cycle lengths and key poses, combat timing tables, Graph Editor blocking-to-splining passes, NLA push-down before export, and a game-ready checklist covering frame rate, loop seams, root motion and forbidden bone scale keys. Utløses on walk, run, idle, combat, camera and mechanical animation work in Blender, and ships reference files for walk-cycle breakdown and combat frame counts.
Testrapport
Kjørte the skill's own procedure inside headless Blender 5.0.1 and compared it with an unguided attempt at the same task. The guided run set 30 fps, a 1-24 playback range, keyed rotation and location only and pushed the action to an NLA strip; the unguided run kept Blender's default 24 fps and wrote 15 scale f-curves onto rig bones, the exact thing that breaks retargeting. Exported to glTF the clip came out 0.833 s with the skill versus 1.042 s without, a 25 percent timing error against a 30 fps engine spec, and channel count dropped from 45 f-curves to 18. Both files still exported a working animation, so this is authoring hygiene rather than broken versus working. The MCP execution the description advertises went untested: it needs a running Blender pluss the third-party BlenderMCP addon, and the repo quickstart still instructs you to replace the author's own GitHub username.
Testet på: 2026-07-28 · Claude Code 2.x (agent harness)
Installer
git clone https://github.com/arjun988/blender-skills.git mkdir -p ~/.claude/skills cd blender-skills && cp -r .claude/skills/animation ~/.claude/skills/animation
Kommandoer og eksempelprompter
/animationSpillklare Blender-sykluser: 30fps, ingen skaleringstaster, NLA-stripe, ren eksport
Skills utløses av vanlige forespørsler — ingen kommandoer å huske. Etter installasjonen aktiverer prompter som disse skillen (på engelsk):
Make a looping walk cycle for my character rig in Blender for UnityHow many frames should a light combat attack be for good game feel?Push my Blender action down to an NLA strip and export it for the engine