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poorvith-mppoorvith-mp/skills-gamedev/skills/blender-animation/SKILL.md

blender-animation

Skill4 starsChanged 3 months agoMITView on GitHub

Rig, skin and animate characters and props, and export clean animation sets to an engine. Use when rigging skeletons, weight painting, or keyframing animations.

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SKILL.md

blender-animation

Core Philosophy

Character and asset animation in Blender for real-time game engines is not about producing a single cinematic render. Game animation is modular, state-driven motion engineering. Animations must blend seamlessly in real time across locomotion states, maintain precise skeletal hierarchy conventions, adhere to bone transform constraints, and export clean, non-destructive FBX/glTF clips with root motion preservation and zero scale distortion.


4-Step Technical Blender Animation Pipeline

Step 1: Rigging Architecture & Armature Hierarchy

  1. Skeletal Hierarchy Standards:
    • Establish an immutable root bone located at world origin (0, 0, 0) named root.
    • Hierarchy: root -> pelvis -> spine_01 -> spine_02 -> chest -> neck -> head.
    • Limb Suffix Conventions: Strictly use .L and .R (e.g. hand.L, foot.R) to enable Blender's native X-Axis Mirroring and Pose Flipping tools.
  2. IK / FK Switching Systems:
    • Arms and Legs: Build dual Inverse Kinematics (IK) and Forward Kinematics (FK) chains with a custom property slider for smooth blending.
    • Pole Targets: Set up pole target bones for knees and elbows with explicit Pole Angle calibration to prevent joint twisting.

Step 2: Weight Painting & Skinning Hygiene

  1. Deformation vs Mechanism Bones:
    • Separate deformation bones (which deform the mesh) from mechanism/control bones (which the animator poses).
    • Prefix deformation bones with DEF_ and ensure only DEF_ bones have "Deform" checked in Bone Properties.
  2. Joint Deformation Topology:
    • Enforce 3 edge loops across all bending joints (elbows, knees, finger knuckles) to prevent mesh collapsing during extreme bends.
    • Normalize vertex weights: Every vertex must have total weights summing strictly to 1.0, with a maximum of 4 bone influences per vertex for mobile/console engine compatibility.

Step 3: Keyframing, Animation Principles & Root Motion

  1. The Core Locomotion Suite:
    • Deliver complete sets: Idle, Walk, Run, Sprint, Jump Start, Jump Loop (Fall), Jump Land, Dodge/Roll.
    • Maintain 60 FPS timeline calibration; ensure walk and run cycles are frame-perfect loops (Frame 1 pose matches Frame $N$ pose identically).
  2. Root Motion vs In-Place Animation:
    • In-Place: Character stays at (0, 0, 0); engine handles capsule displacement.
    • Root Motion: True character physical displacement is keyed into the root bone on the ground plane, allowing realistic foot-planting without foot-sliding.

Step 4: Non-Linear Animation (NLA) & Engine Export

  1. Action Management & NLA Strips:
    • Push every completed animation into an NLA Action strip; enable "Fake User" (F) to prevent Blender from purging unlinked animations on save.
  2. Engine Export Settings (Unity / Unreal):
    • Apply All Transforms (Ctrl+A -> Rotation & Scale) before export. Ensure armature scale is strictly (1.0, 1.0, 1.0).
    • Export FBX:
      • Main: Selected Objects, Armature + Mesh only.
      • Armature: Uncheck "Add Leaf Bones" (prevents useless dummy bones at bone tips).
      • Animation: Bake Animations enabled, Key All Bones, Simplify = 0.0.

Deliverable Format: Character Animation Set Specification (ANIMATION-SPEC.md)

# Character Animation Set Specification: [Character Rig Name]

## 1. Armature Standards & Skeleton
- **Master Root Bone**: `root` @ (0,0,0)
- **Target Engine**: Unreal Engine 5 (UE5 Mannequin compatible) / Unity URP
- **Max Vertex Weights**: 4 influences / vertex (Normalized to 1.0)
- **Skeletal Scale**: 1.000 uniform scale applied

## 2. Required Animation Action Manifest
| Action Name | Type | Frame Count | Loopable | Root Motion |
|---|---|---|---|---|
| `Hero_Loco_Idle` | Locomotion | 120 frames (60 FPS) | Yes | In-Place |
| `Hero_Loco_Walk_Fwd` | Locomotion | 60 frames (60 FPS) | Yes | Root Motion (`root` bone) |
| `Hero_Loco_Run_Fwd` | Locomotion | 40 frames (60 FPS) | Yes | Root Motion |
| `Hero_Combat_Attack01`| Attack | 45 frames (60 FPS) | No | Root Motion forward 1.2m |
| `Hero_Jump_Land` | Transition | 20 frames (60 FPS) | No | In-Place |

## 3. Export Parameters (Blender FBX)
- Primary Bone Axis: `-Y Forward` | Secondary Bone Axis: `Z Up`
- Add Leaf Bones: **DISABLED**
- Simplify: `0.0`

Worked Example: Eliminating Foot-Sliding via Root Motion

  • Problem: In-place walk cycle caused character boots to slide visibly across the terrain when walking speed didn't match code capsule velocity.
  • Solution: Re-keyed animation using Root Motion. Keyed forward translation directly onto the root ground bone matching foot contact frames.
  • Outcome: Engine extracted root displacement dynamically; foot-sliding eliminated 100%.

Verification Checklist

  • Armature scale is strictly uniform (1.0, 1.0, 1.0) with transforms applied.
  • Only deformation bones (DEF_) have vertex weights assigned.
  • Max 4 bone influences per vertex, normalized to 1.0.
  • Export FBX disables "Add Leaf Bones".
  • Looping locomotion animations match start and end frame poses seamlessly.

Anti-Patterns

  • Unapplied Object Scale: Animating an armature with scale (0.01, 0.01, 0.01), causing models to explode or deform grotesquely upon engine import.
  • Over-Influenced Vertices: Allowing 8 different bones to influence a single shoulder vertex, destroying mobile GPU skinning performance.
  • Leaf Bones Bloat: Leaving "Add Leaf Bones" enabled, creating 40 useless dummy bones that clutter engine animation blueprints.

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