MCPInstall

blender-animation

Animation in Blender 5.2 - slotted/layered actions and the channelbag API, Python keyframing, F-curves, game loops, NLA clips, pose library, mocap/BVH retargeting via constraints, baking control rigs to export skeletons, root motion, per-clip export. Use for any keyframe, action, NLA, mocap, or animation-export task.

Installs
102
Last 24h
+13
Trending rank
#7572
Security
Not audited

Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/el4cteo/blender-skills --skill blender-animation
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads blender-animation automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

Animation

The execution model is in blender-core (its references/bpy-patterns.md has verified keyframe/driver snippets). Rigs are in blender-character-rigging.

5.x data model (what changed)

  • An Action holds slots (one per animated ID) and layers → strips → channelbags → F-curves. A single action can animate several objects (e.g. a rig and its camera) through different slots.
  • Assign: ob.animation_data.action = act, then make sure ob.animation_data.action_slot is set (picked automatically when a suitable slot exists; otherwise act.slots.new(id_type="OBJECT", name=ob.name)).
  • F-curves: cb = anim_utils.action_ensure_channelbag_for_slot(act, slot), then cb.fcurves.ensure(path, index=i, group_name=...). action.fcurves no longer exists.
  • The simplest route is still pb.keyframe_insert("rotation_quaternion", frame=f), which creates the action, slot and channelbag.

Workflow (keyframe animation, studio style)

  1. Blocking: key poses on every channel (CONSTANT interpolation, bpy.context.preferences.edit.keyframe_new_interpolation_type) on golden frames (contact, down, passing, up for walks).
  2. Breakdowns: add in-betweens that define arcs and spacing.
  3. Spline: switch to BEZIER, fix spacing in the Graph Editor, and clean overshoot. Auto-clamped handles avoid overshoot.
  4. Polish: offsets/overlap (follow-through on hair, tails, cloth bones), arcs, moving holds (never a perfectly frozen character), and contact stability (feet locked with IK).
  5. Review: MCP look(mode="frames", frame_count=8) or a Workbench playblast (blender-rendering).

Game animation rules

  • One action per clip, named <Rig>_<Clip> or just <Clip>, with a fake user so it survives saving.
  • Loops: first and last frames identical. Export frames 1..N and let the engine drop the duplicate, or exclude the last frame (UE/Unity "loop pose" options). An F-curve CYCLES modifier helps preview but doesn't export, so bake it.
  • FPS: author at 30 (or 24) and let engines resample. Set scene.render.fps before importing mocap.
  • Root motion: the root bone carries the translation (and yaw). The hips keep the bob/sway. scripts/bake_action.py --root-motion xy moves the hips' ground motion to the root. In-place clips: the root stays at the origin.
  • Additive/overlay clips (aim offsets, breathing) are exported as normal clips and marked additive in the engine.
  • Keep the bone transform channels the engine expects. Don't animate bone scale unless the engine supports it (Roblox and many mobile pipelines don't).

Bake control rig → export skeleton

scripts/bake_action.py -- --list
scripts/bake_action.py -- --source RIG_Body --target GAME_RIG_Body [--actions Walk Run] [--root-motion xy --hips spine]

This gives one baked action per clip (GAME_RIG_Body|Walk), cleaned, with fake users, plus one muted NLA track per clip (CLIP_Walk) so FBX (bake_anim_use_nla_strips/all actions) and glTF (ACTIONS mode) export every clip. The target's constraints are muted afterward so it plays the baked data; run --follow to drive it live again. Self-bake (IK/constraints → keys on the same rig): --source X --target X.

Mocap and retargeting

  • Import: bpy.ops.import_anim.bvh(filepath=..., global_scale=0.01 if cm else 1, rotate_mode="NATIVE", update_scene_fps=True), import_scene.fbx (Mixamo, automatic_bone_orientation=True).
  • Retarget without add-ons: put the target rig in the same rest pose (T vs A matters most), add COPY_ROTATION constraints (world or local-with-parent space) from each target bone to the matching source bone, plus COPY_LOCATION on the hips/root (scaled by the leg-length ratio). Then self-bake with bake_action.py --source TARGET --target TARGET, and delete the constraints.
  • Clean mocap: decimate keys (graph.decimate, ratio 0.3–0.5), use an F-curve SMOOTH modifier or the Butterworth filter (graph.butterworth_smooth), and fix foot sliding with IK pins and then bake.
  • Production retarget tools: Auto-Rig Pro (paid), Rokoko (free), and the engine-side retargeters (UE IK Retargeter, Unity Humanoid).

NLA and pose library

  • NLA: push actions down as strips (track.strips.new(name, start, action)) to layer/blend clips (blend type REPLACE/ADD/COMBINE), and use Tweak mode to edit. Strips need an action slot set when the action has several slots (strip.action_slot).
  • The pose library (bundled pose_library) stores poses as assets: poselib.create_pose_asset(pose_name=...), poselib.apply_pose_asset / blend_pose_asset. Use it for hand shapes, face poses, and a T/A rest pose.

Shape keys and other properties

Any property can be keyed: kb.keyframe_insert("value", frame=f) (shape key), mat.node_tree.nodes[...].inputs[...].keyframe_insert("default_value") (materials, which engines usually ignore), custom props ob.keyframe_insert('["prop"]').

Gotchas

  • pb.matrix = ... followed by keyframe_insert needs the right scene.frame_set(f) first, or an evaluation overwrites the pose.
  • Connected bones (use_connect) can't translate. Hips/pelvis must be unconnected from the root.
  • bake_action with visual keying reads evaluated poses, so constraints, IK and drivers are all captured. Mute the target's own constraints afterward (the script does), or they keep overriding the keys.
  • Quaternion vs Euler: game bones should use QUATERNION (no gimbal lock, smooth slerp). Euler is fine for single-axis controls. Don't mix modes between keys.
  • glTF sampling: export_force_sampling bakes every frame (the safe default). Non-linear F-curve modifiers and drivers only export when sampled.

FAQ

What does the blender-animation skill do?

Animation in Blender 5.2 - slotted/layered actions and the channelbag API, Python keyframing, F-curves, game loops, NLA clips, pose library, mocap/BVH retargeting via constraints, baking control rigs to export skeletons, root motion, per-clip export. Use for any keyframe, action, NLA, mocap, or animation-export task.

How do I install blender-animation?

Run npx skills add https://github.com/el4cteo/blender-skills --skill blender-animation in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/blender-animation/ (personal) or .claude/skills/blender-animation/ (project).

Which AI agents can use blender-animation?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is blender-animation safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains blender-animation?

It is published by el4cteo in el4cteo/blender-skills. It has 102 recorded installs.

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