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full-aigc-pluginsfull-aigc-plugins/blender-design-plugin/skills/blender-character-animation/SKILL.md

blender-character-animation

Skill4 starsChanged 21 days agoApache-2.0View on GitHub

Animate a registered Blender character rig and a single interactive prop with editable timing, IK controls, constraints, and continuity checks.

The file

We split this skill into the rules it gives an agent

2 rules. About 0 are common, 0 are distinctive, and 2 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈0

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 2

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Use blender-quality-validation for measurements and blender-cinematography when the task includes camera paths, focus or handheld behavior.

    line 12
  2. Very specific:

    When timing changes, move the release/apex/catch parameters or keyframes without rebuilding unrelated animation.

    line 16

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Character and prop animation

Work from named action beats and frame intervals. Pose controls or bones, key only intended channels, and retain editable constraints. For grip/release/catch, use one prop object: keep grip influence at one before release, zero through a visible free-flight interval, and restore it only after the prop reaches the catch pose.

Inspect the release distance and duration, catch position/rotation discontinuity, planted foot drift, limb-length preservation and floor proxies. A passing numeric check is necessary but not sufficient: also review silhouette, balance, contact readability and camera composition.

Use blender-quality-validation for measurements and blender-cinematography when the task includes camera paths, focus or handheld behavior. Keep those acceptance decisions separate from pose authoring.

When timing changes, move the release/apex/catch parameters or keyframes without rebuilding unrelated animation. Do not add skin detail, effects, sound or downstream rendering to a white-model task unless separately requested and supported.

什么时候使用(When to Use)

为已登记角色骨架制作姿态、动作节拍、IK/FK 控制或单个道具交互时使用。缺少可验证骨架或权重时先交给 blender-character-rigging。

输入与前置条件(Prerequisites)

  • 明确 Action、帧率、帧区间、动作节拍、接触点和交付相机。
  • 指定可动画控制器、道具约束及允许修改的通道,并保存初始姿态。

执行流程(Workflow)

Step 1. 把动作拆成准备、主要动作、缓冲与结束姿态并分配帧区间。 Step 2. 先建立重心、脚底接触和轮廓,再处理手臂、视线与次级动作。 Step 3. 仅给目标通道插帧;抓取、释放和接住使用同一道具及约束影响值。 Step 4. 检查关键姿态与完整播放,在不重建无关动画的前提下调整节拍。

验证与交付证据(Validation)

提交关键帧、约束曲线、脚底漂移、肢体长度、道具交接连续性及首中末预览。数值通过后仍需检查轮廓、平衡与接触可读性。

Rules 与能力边界(不适用场景)

不创建新骨架,不承担权重修复、毛发布料模拟、声音或最终渲染;没有表演意图时不自行添加复杂次级动作。

Gotchas(常见问题与恢复)

  • IK 翻转:检查 pole、链长和旋转轴,不用多余关键帧掩盖。
  • 脚底滑动:锁定接触区间并复测世界坐标。
  • 道具跳变:比较切换前后世界矩阵并修正约束反矩阵。

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