Agent skill

Blender Motion State Inspection

by affaan-m in affaan-m/ECC

A skill your agent uses when inspecting Blender characters, rigs, poses, animation retargeting, ground contact, facing direction, or model-vs-motion alignment where screenshots alone are not enough.

MITAuto-check passedGame Development

Install Blender Motion State Inspection

skills CLI
$ npx skills add affaan-m/ECC --skill blender-motion-state-inspection -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install affaan-m/ECC blender-motion-state-inspection --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/affaan-m/ECC.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/blender-motion-state-inspection .claude/skills/blender-motion-state-inspection && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
blender-motion-state-inspection
GitHub stars
277k
Used in
1 other repo
Token cost
~2k tokens
SKILL.md length
1,016 words
Files
1
Skills in repo
683
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when inspecting Blender characters, rigs, poses, animation retargeting, ground contact, facing direction, or model-vs-motion alignment where screenshots alone are not enough.

  • Works in 5 steps: Establish the clean scene and asset… → Extract structured facts from Blender… → Sample the frames most likely to expose… → …
  • Inspecting Blender characters
  • SKILL.md covers When to Use, Core Principle, How It Works and Inspection Workflow, plus 5 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Blender Motion State Inspection is an agent skill from affaan-m/ECC. Use this skill when inspecting Blender characters, rigs, poses, animation retargeting, ground contact, facing direction, or model-vs-motion alignment where screenshots alone are not enough.

Its SKILL.md is about 2k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. It works with Blender. The repository describes itself as: The agent harness performance optimization system. Skills, instincts, memory, security, and research-first development for Claude Code, Codex, Opencode, Cursor and beyond. The licence is MIT.

When your agent uses it

  • Inspecting Blender characters
  • Animation retargeting
  • Facing direction
  • Model-vs-motion alignment where screenshots alone are not enough

Example prompts

  • “/blender-motion-state-inspection”

Requirements

  • Python 3

Workflow steps

5 steps, taken from the first numbered list in SKILL.md.

  1. Establish the clean scene and asset baseline before judging motion.
  2. Extract structured facts from Blender using an exporter or Blender Python run inside Blender's own interpreter.
  3. Sample the frames most likely to expose contact, orientation, scale, and retargeting errors.
  4. Compare the measured facts against the user's expected pose, direction, ground plane, and render goal.
  5. Return a concise report that separates confirmed facts, likely causes, and required fixes.

What it can do on your machine

Read from SKILL.md and the folder at commit 2d515e4. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are markdown).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Blender Motion State Inspection loads about 2k tokens when it runs. Until then it costs about 55 tokens; SKILL.md has 1,016 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~55
When it runs · the whole SKILL.md, loaded when a task matches
~2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from affaan-m/ECC at commit 2d515e4, republished under its MIT licence (© affaan-m). 1,016 words, ~2,037 tokens.

Download SKILL.mdSave it as .claude/skills/blender-motion-state-inspection/SKILL.md (or your agent's skills folder).
name
blender-motion-state-inspection
description
Use this skill when inspecting Blender characters, rigs, poses, animation retargeting, ground contact, facing direction, or model-vs-motion alignment where screenshots alone are not enough.
metadata.origin
ECC
tools
Read, Write, Edit, Bash, Grep, Glob

Blender Motion State Inspection

When to Use

  • A Blender character looks twisted, mirrored, flattened, offset, or foot-sliding in an animation.
  • A user asks whether an imported avatar, armature, or retargeted motion matches an expected pose.
  • You need to compare rendered evidence with structured facts such as bones, bounding boxes, contacts, and facing vectors.
  • A workflow depends on deciding whether a model is a character, prop, proxy mesh, control rig, or broken import.

Core Principle

Do not judge animated 3D assets only from screenshots. Screenshots are review evidence, but they hide axis conventions, bone names, object scale, local transforms, parented meshes, material slots, and frame-by-frame contact state.

First extract structured Blender state, then use viewport screenshots or renders to confirm what the facts imply.

How It Works

  1. Establish the clean scene and asset baseline before judging motion.
  2. Extract structured facts from Blender using an exporter or Blender Python run inside Blender's own interpreter.
  3. Sample the frames most likely to expose contact, orientation, scale, and retargeting errors.
  4. Compare the measured facts against the user's expected pose, direction, ground plane, and render goal.
  5. Return a concise report that separates confirmed facts, likely causes, and required fixes.

Inspection Workflow

  1. Inventory the scene.

    • List meshes, armatures, empties, cameras, lights, modifiers, parent relationships, and hidden objects.
    • Separate character meshes from helper/proxy geometry before judging the avatar.
    • Record object-space and world-space bounding boxes.
  2. Identify the skeleton.

    • Capture armature names, pose bones, bone heads/tails, roll, parent chains, constraints, and rest-pose axes.
    • Map semantic bones such as hips, spine, neck, head, shoulders, elbows, hands, thighs, knees, ankles, and feet.
    • Flag missing left/right pairs and unusual naming schemes.
  3. Determine forward, up, and side axes.

    • Use the pelvis, spine, shoulders, hips, head, and feet together; do not rely on a single mesh normal.
    • Compare local armature axes with world axes and imported file conventions such as glTF Y-up vs Blender Z-up.
    • Mark likely mirrored or backwards imports when face/head/feet direction conflicts with root motion.
  4. Sample animation frames.

    • Inspect first, middle, contact, airborne, and extreme frames.
    • Record root location, root heading, pelvis height, torso lean, limb directions, foot clearance, and mesh bounds.
    • For long or fast motion, sample more densely around flips, landings, turns, collisions, and floor contacts.
  5. Check model integrity before retargeting blame.

    • Confirm the clean baseline shape before applying animation.
    • Preserve original mesh, materials, armature, and skinning unless the user explicitly asks for repair.
    • Treat unexplained sphere-like blobs, giant proxy meshes, or crushed bodies as import/selection issues until proven otherwise.
  6. Diagnose contact and motion issues.

    • Ground penetration: compare lowest foot or shoe vertices with floor height per frame.
    • Foot sliding: compare foot world positions across planted frames.
    • Leg crossover: compare left/right thigh, knee, ankle, and foot side ordering.
    • Twist damage: compare bone swing direction separately from roll/twist around the limb axis.
    • Scale drift: compare animated mesh bounds against the clean baseline bounds.
  7. Report facts before opinions.

    • Include frame numbers, object names, bone names, world coordinates, and thresholds.
    • Separate confirmed failures from visual suspicions.
    • Attach screenshots only after the structured state explains what to look for.
markdown
## Blender Motion Inspection

### Scene Inventory
- Character candidates:
- Armatures:
- Helper/proxy objects:
- Cameras/lights:

### Orientation
- World up:
- Character forward:
- Root heading:
- Mirrored/backwards risk:

### Baseline Integrity
- Clean mesh bounds:
- Animated mesh bounds:
- Materials/skin preserved:
- Suspicious non-character meshes:

### Frame Findings
| Frame | Finding | Evidence |
| --- | --- | --- |
| 1 | Clean baseline pose | hips/spine/feet aligned |
| 96 | Foot penetrates floor | left_foot min_z = -0.04 |

### Verdict
- Pass/fail:
- Required fix:
- Render readiness:

Examples

Walk Cycle With Foot Sliding

Scenario: a retargeted character appears to skate during a walk cycle, but the front camera angle makes the foot contact hard to judge.

Apply the workflow:

  • Inventory the scene: character mesh HeroBody, armature HeroRig, ground plane Floor, no hidden proxy meshes.
  • Identify the skeleton: semantic feet are foot.L and foot.R; hips are pelvis; root bone is root.
  • Sample animation frames: inspect frames 1, 18, 24, 30, 42, and 48 around planted-foot moments.
  • Diagnose contact and motion issues: compare world-space foot locations during planted frames.

Extracted facts:

FrameFactEvidence
18Left foot is plantedfoot.L min_z = 0.004, toe and heel both near floor
24Left foot slides while plantedfoot.L x = 0.21 -> 0.28 over six frames
30Pelvis keeps moving forwardpelvis y = 1.14 -> 1.31

Verdict: fail for render readiness. The motion needs foot-lock cleanup or retargeting constraint review; the body mesh does not need proportion changes.

Show full SKILL.md (343 more words)Show less
Backwards Imported Character

Scenario: a character looks correct in a still frame, but the animation moves opposite the expected travel direction.

Apply the workflow:

  • Determine forward, up, and side axes: compare head, chest, feet, and root motion.
  • Sample animation frames: inspect frame 1 and the midpoint of the travel path.
  • Report facts before opinions: include the root heading and model-facing direction separately.

Extracted facts:

FrameFactEvidence
1Character face points toward world -Yhead/chest vector from neck to head resolves to -Y
72Root motion travels toward world +Yroot y = 0.0 -> 2.8
72Feet remain visually forward-facing opposite traveltoe bones point -Y while displacement is +Y

Verdict: likely backwards import or retargeting forward-axis mismatch. Fix the import/retarget axis mapping before editing animation curves.

Practical Thresholds

  • Assume Blender's default meter-scale units unless the scene unit scale says otherwise.
  • Treat ground penetration above 1-2 cm as visible unless the floor is soft or intentionally stylized.
  • Treat a sudden scale change above 5% as a likely rig, constraint, or transform inheritance problem.
  • Treat left/right ankle side-order flips during airborne inverted motion as leg crossover risk even if it recovers later.
  • Treat root heading jumps above 30 degrees per frame as suspicious unless the source motion includes a snap turn.

Anti-Patterns

  • Do not modify body proportions to force pose matching unless the task is explicitly mesh repair.
  • Do not bake away the clean baseline before recording it.
  • Do not use one rendered camera angle as proof that a pose is correct.
  • Do not delete helper objects until you have recorded why they are not part of the character.
  • Do not assume an avatar faces +Y, -Y, +X, or -X without checking head, feet, torso, and root motion together.

Tooling Notes

If a Blender state exporter is available, prefer JSON that includes meshes, armatures, pose bones, materials, contacts, bounding boxes, and sampled animation frames. If no exporter exists, run a small Blender Python script through Blender itself, for example blender --background scene.blend --python collect_motion_state.py, because bpy is not available in a normal system Python interpreter.

© affaan-m, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in skills/blender-motion-state-inspection of affaan-m/ECC.

Open the folder on GitHubat commit 2d515e4

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in affaan-m/ECC, which our catalogue first saw on October 7, 2026.

Compare with similar skills

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Blender Motion State Inspection compared with similar skills
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Blender Motion State Inspection this skillaffaan-m/ECC277k1 repos~2kAutomated safety check: PassMIT
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Blender Image To 3Dmajidmanzarpour/blender-game-skills135—~5.7kAutomated safety check: PassMIT
Text To 3D AssetLaurentiuGabriel/unreal-game-assets-creation-skill148—~2.1kAutomated safety check: PassNone

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Works with

Questions about Blender Motion State Inspection

What does Blender Motion State Inspection do?

A skill your agent uses when inspecting Blender characters, rigs, poses, animation retargeting, ground contact, facing direction, or model-vs-motion alignment where screenshots alone are not enough. Blender Motion State Inspection is an agent skill from affaan-m/ECC. Use this skill when inspecting Blender characters, rigs, poses, animation retargeting, ground contact, facing direction, or model-vs-motion alignment where screenshots alone are not enough.

When should I use Blender Motion State Inspection?

Blender Motion State Inspection fits situations like: inspecting Blender characters; animation retargeting; facing direction; model-vs-motion alignment where screenshots alone are not enough.

How do I install Blender Motion State Inspection in Claude Code?

Run `npx skills add affaan-m/ECC --skill blender-motion-state-inspection -a claude-code`. Or copy the skill folder (skills/blender-motion-state-inspection in affaan-m/ECC) into .claude/skills/blender-motion-state-inspection in your project. Claude Code loads it when a task matches its description.

How do I install Blender Motion State Inspection in Codex?

Run `npx skills add affaan-m/ECC --skill blender-motion-state-inspection -a codex`. Or copy the skill folder (skills/blender-motion-state-inspection in affaan-m/ECC) into .agents/skills/blender-motion-state-inspection in your project. Codex loads it when a task matches its description.

Can I use Blender Motion State Inspection in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add affaan-m/ECC --skill blender-motion-state-inspection -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/blender-motion-state-inspection, .gemini/skills/blender-motion-state-inspection, .github/skills/blender-motion-state-inspection and .opencode/skills/blender-motion-state-inspection in your project.

What does Blender Motion State Inspection need to run?

SKILL.md names no scripts, command-line tools or credentials: Blender Motion State Inspection is instructions for the agent only. Our summary lists: Python 3.

Does Blender Motion State Inspection access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Blender Motion State Inspection safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Blender Motion State Inspection use?

Blender Motion State Inspection is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Blender Motion State Inspection use?

About 2k tokens (SKILL.md is roughly 8.1k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Blender Motion State Inspection?

Skills that share tags, products or a category with Blender Motion State Inspection: Threejs World Generation (calesthio/OpenMontage, 66k stars), 3Dviz Pro Max Scene Builder (viettranx/3dviz-pro-max, 709 stars), Asset Pipeline (rehan-remade/universal-modder, 6.5k stars) and Blender Image To 3D (majidmanzarpour/blender-game-skills, 135 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Blender Motion State Inspection?

affaan-m (a GitHub user) maintains it in affaan-m/ECC, which has 276,673 GitHub stars. The repository holds 683 skills in this directory. The repository was last updated on October 11, 2026.

Source: affaan-m/ECC on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.