
texture-state-animation
Design and validate texture-state transitions for Blender animations without ugly whole-image crossfades, texture popping, misregistered morphs, or target-engine-incompatible Python-only swaps. Use when animating between multiple source textures, mascot/logo states, style states, lightmaps, decals, or UI skins.
- Installs
- 742
- Last 24h
- +20
- Trending rank
- #5776
- Security
- Not audited
Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/roble3/cc-blender-skill --skill texture-state-animation- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads texture-state-animation automatically when relevant.
- 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.
MCP backend
Use when: Texture state animation, texture morphs, material state transitions, image sequence planning, masked wipes, glow reveals, texture registration, avoiding bad crossfades, GLB-compatible texture animation planning.
Before the first Blender call, read ../text-to-blender/references/mcp-backends.md. Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent-host guide.
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
- Register states first: crop, scale, align, and color-normalize all source states into one canvas and one semantic mask.
- Classify pixels/layers:
- avatar surface/base;
- facial decal/features;
- glow/emission accents;
- background/aura/context;
- HUD/circle elements.
- 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.
- 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.
- 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.
Scripts
scripts/texture_transition_plan.pycreates a transition plan from source states and flags risky whole-frame crossfades.
FAQ
What does the texture-state-animation skill do?
Design and validate texture-state transitions for Blender animations without ugly whole-image crossfades, texture popping, misregistered morphs, or target-engine-incompatible Python-only swaps. Use when animating between multiple source textures, mascot/logo states, style states, lightmaps, decals, or UI skins.
How do I install texture-state-animation?
Run npx skills add https://github.com/roble3/cc-blender-skill --skill texture-state-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/texture-state-animation/ (personal) or .claude/skills/texture-state-animation/ (project).
Which AI agents can use texture-state-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 texture-state-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 texture-state-animation?
It is published by roble3 in roble3/cc-blender-skill. It has 742 recorded installs.
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