$npx -y skills add arjun988/blender-skills --skill animationGame-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
| 1 | # Animation |
| 2 | |
| 3 | Game-ready motion with clean keyframes. Readable silhouettes in motion. Engine-compatible export. |
| 4 | |
| 5 | ## When to Use |
| 6 | |
| 7 | - Character locomotion (walk, run, idle) |
| 8 | - Combat animations |
| 9 | - Mechanical/prop animation |
| 10 | - Camera animation |
| 11 | - Object animation with constraints |
| 12 | |
| 13 | ## Workflow |
| 14 | |
| 15 | ``` |
| 16 | Reference → Blocking → Breakdown → Splining → Polish |
| 17 | → Cycle Validation → NLA Strip → Export |
| 18 | ``` |
| 19 | |
| 20 | ## Locomotion Cycles |
| 21 | |
| 22 | | Cycle | Key Poses | Frames (30fps) | |
| 23 | |-------|-----------|----------------| |
| 24 | | Walk | Contact, Down, Pass, Up × 2 | 24–32 | |
| 25 | | Run | Contact, Drive, Flight, Recovery | 16–24 | |
| 26 | | Idle | Breathe, weight shift, blink | 60–120 loop | |
| 27 | |
| 28 | Naming: `AN_[Char]_[Action]_[Variant]` |
| 29 | |
| 30 | ## Animation Principles (Applied) |
| 31 | |
| 32 | 1. **Timing** — Weight through spacing |
| 33 | 2. **Arcs** — Natural limb paths |
| 34 | 3. **Overlap** — Secondary motion offset |
| 35 | 4. **Anticipation** — Wind-up before action |
| 36 | 5. **Exaggeration** — Style-dependent (see style skills) |
| 37 | |
| 38 | ## Mechanical Animation |
| 39 | |
| 40 | - Use constraints over bone deformation |
| 41 | - Hinge: Limit Rotation constraint |
| 42 | - Pistons: Stretch-to or Copy Location |
| 43 | - Gears: Driver for synchronized rotation |
| 44 | - Doors: Empty pivot + rotation keyframes |
| 45 | |
| 46 | ## Graph Editor Workflow |
| 47 | |
| 48 | ``` |
| 49 | 1. Block stepped keys (Constant interpolation) |
| 50 | 2. Splining: Bezier with auto handles |
| 51 | 3. Ease: Weighted handles for acceleration |
| 52 | 4. Cycle: Copy first/last frame; verify loop seam |
| 53 | 5. Clean: Remove redundant keys |
| 54 | ``` |
| 55 | |
| 56 | ## NLA for Game Export |
| 57 | |
| 58 | ``` |
| 59 | 1. Action created and named per convention |
| 60 | 2. Push down to NLA strip |
| 61 | 3. Strip set to Repeat for cycles |
| 62 | 4. Single strip active for export |
| 63 | 5. Scale: 1.0; no NLA time remapping unless intentional |
| 64 | ``` |
| 65 | |
| 66 | ## Camera Animation |
| 67 | |
| 68 | - Smooth Bezier interpolation always |
| 69 | - Avoid sudden direction changes |
| 70 | - Match focal length to subject scale |
| 71 | - Camera shake: noise modifier on location (subtle) |
| 72 | |
| 73 | ## MCP Integration |
| 74 | |
| 75 | 1. Insert keyframes via MCP if supported |
| 76 | 2. Query action names and frame ranges |
| 77 | 3. Validate bone/object animation data exists pre-export |
| 78 | 4. Set frame range via MCP |
| 79 | 5. Export animation with rig via export-pipeline |
| 80 | |
| 81 | ## Game-Ready Requirements |
| 82 | |
| 83 | - [ ] Root motion decision documented (in-place vs root motion) |
| 84 | - [ ] Loop seam invisible (walk/idle/run) |
| 85 | - [ ] No bone scale keyframes (engine issues) |
| 86 | - [ ] Animation length matches engine state machine |
| 87 | - [ ] Facial animation on separate action layer if needed |
| 88 | - [ ] Frame rate: 30fps default (confirm project spec) |
| 89 | |
| 90 | ## Constraints |
| 91 | |
| 92 | ### MUST DO |
| 93 | - Reference video for locomotion |
| 94 | - Block in stepped mode before splining |
| 95 | - Name actions `AN_` prefix |
| 96 | - Test cycle loop before export |
| 97 | - Match animation style to art direction |
| 98 | |
| 99 | ### MUST NOT DO |
| 100 | - Linear interpolation on organic motion |
| 101 | - Scale keyframes on rig bones |
| 102 | - Over-animate idle (subtle is better) |
| 103 | - Export without action assigned to NLA |
| 104 | - Skip root motion documentation |
| 105 | |
| 106 | ## Reference Guide |
| 107 | |
| 108 | | Topic | Reference | Load When | |
| 109 | |-------|-----------|-----------| |
| 110 | | Walk cycle breakdown | `references/walk-cycle.md` | Locomotion | |
| 111 | | Combat timing | `references/combat-animation.md` | Action games | |