Agent skill

Animation

by arjun988 in arjun988/blender-skills

Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.

MITAuto-check passedGame Development

Install Animation

skills CLI
$ npx skills add arjun988/blender-skills --skill animation -a claude-code

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

GitHub CLI
$ gh skill install arjun988/blender-skills animation --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/arjun988/blender-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/animation .claude/skills/animation && 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
animation
GitHub stars
275
Token cost
~875 tokens
SKILL.md length
294 words
Files
3 (incl. references)
Skills in repo
37
Repo updated
First seen
Licence
MIT

At a glance

Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.

  • Works in 5 steps: Timing — Weight through spacing → Arcs — Natural limb paths → Overlap — Secondary motion offset → …
  • Tasks that involve MCP servers
  • SKILL.md covers When to Use, Workflow, Locomotion Cycles and Animation Principles (Applied), plus 8 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Animation is an agent skill from arjun988/blender-skills. Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.

Its SKILL.md is about 880 tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/combat-animation.md` and `references/walk-cycle.md`).

It sits in Game Development, covering MCP servers. It works with Model Context Protocol and Blender. The repository describes itself as: 94 specialist Blender skills for Cursor, Claude Code, Kiro & Codex - MCP-powered production pipeline from blockout to engine export. The licence is MIT.

When your agent uses it

  • Tasks that involve MCP servers

Example prompts

  • “/animation”

Workflow steps

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

  1. Timing — Weight through spacing
  2. Arcs — Natural limb paths
  3. Overlap — Secondary motion offset
  4. Anticipation — Wind-up before action
  5. Exaggeration — Style-dependent (see style skills)

What it can do on your machine

Read from SKILL.md and the folder at commit 8f778d2. 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.

    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

Animation loads about 875 tokens when it runs, and up to ~1.3k if it reads all its reference files. Until then it costs about 44 tokens; SKILL.md has 294 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~44
When it runs · the whole SKILL.md, loaded when a task matches
~875
With references · SKILL.md plus every file in references/, read only if the agent opens them
~1.3k

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 arjun988/blender-skills at commit 8f778d2, republished under its MIT licence (© arjun988). 294 words, ~875 tokens.

Download SKILL.mdSave it as .claude/skills/animation/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
animation
description
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
license
MIT
metadata.author
https://github.com/arjun988
metadata.version
1.0.0
metadata.domain
blender
metadata.role
specialist
metadata.triggers
animation, animate, walk cycle, run cycle, idle, combat, NLA, graph editor, keyframe
metadata.related-skills
rigging, blender-modeler, export-pipeline

Animation

Game-ready motion with clean keyframes. Readable silhouettes in motion. Engine-compatible export.

When to Use

  • Character locomotion (walk, run, idle)
  • Combat animations
  • Mechanical/prop animation
  • Camera animation
  • Object animation with constraints

Workflow

Reference → Blocking → Breakdown → Splining → Polish
    → Cycle Validation → NLA Strip → Export

Locomotion Cycles

CycleKey PosesFrames (30fps)
WalkContact, Down, Pass, Up × 224–32
RunContact, Drive, Flight, Recovery16–24
IdleBreathe, weight shift, blink60–120 loop

Naming: AN_[Char]_[Action]_[Variant]

Animation Principles (Applied)

  1. Timing — Weight through spacing
  2. Arcs — Natural limb paths
  3. Overlap — Secondary motion offset
  4. Anticipation — Wind-up before action
  5. Exaggeration — Style-dependent (see style skills)

Mechanical Animation

  • Use constraints over bone deformation
  • Hinge: Limit Rotation constraint
  • Pistons: Stretch-to or Copy Location
  • Gears: Driver for synchronized rotation
  • Doors: Empty pivot + rotation keyframes

Graph Editor Workflow

1. Block stepped keys (Constant interpolation)
2. Splining: Bezier with auto handles
3. Ease: Weighted handles for acceleration
4. Cycle: Copy first/last frame; verify loop seam
5. Clean: Remove redundant keys

NLA for Game Export

1. Action created and named per convention
2. Push down to NLA strip
3. Strip set to Repeat for cycles
4. Single strip active for export
5. Scale: 1.0; no NLA time remapping unless intentional

Camera Animation

  • Smooth Bezier interpolation always
  • Avoid sudden direction changes
  • Match focal length to subject scale
  • Camera shake: noise modifier on location (subtle)

MCP Integration

  1. Insert keyframes via MCP if supported
  2. Query action names and frame ranges
  3. Validate bone/object animation data exists pre-export
  4. Set frame range via MCP
  5. Export animation with rig via export-pipeline

Game-Ready Requirements

  • Root motion decision documented (in-place vs root motion)
  • Loop seam invisible (walk/idle/run)
  • No bone scale keyframes (engine issues)
  • Animation length matches engine state machine
  • Facial animation on separate action layer if needed
  • Frame rate: 30fps default (confirm project spec)

Constraints

MUST DO
  • Reference video for locomotion
  • Block in stepped mode before splining
  • Name actions AN_ prefix
  • Test cycle loop before export
  • Match animation style to art direction
MUST NOT DO
  • Linear interpolation on organic motion
  • Scale keyframes on rig bones
  • Over-animate idle (subtle is better)
  • Export without action assigned to NLA
  • Skip root motion documentation

Reference Guide

TopicReferenceLoad When
Walk cycle breakdownreferences/walk-cycle.mdLocomotion
Combat timingreferences/combat-animation.mdAction games

© arjun988, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files (references) in .claude/skills/animation of arjun988/blender-skills.

  • SKILL.md
  • references/combat-animation.md
  • references/walk-cycle.md

Open the folder on GitHubat commit 8f778d2

Compare with similar skills

Animation next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Animation compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Animation this skillarjun988/blender-skills275—~875Automated safety check: PassMIT
Blender Modelermajiayu000/claude-skill-registry6661 repos~1.3kAutomated safety check: PassMIT
Scenario Orbit Viewsscenario-labs/skills9131 repos~2.3kAutomated safety check: PassMIT
Blender MCP Videomicky-li-hd/VideoCoCo115—~1.1kAutomated safety check: PassNone
Blender MCPTommy-yw/RunbookHermes5461 repos~1kAutomated safety check: PassMIT
Unreal Blueprint Authoringflopperam/unreal-engine-mcp1.1k—~1.6kAutomated safety check: PassNone

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Questions about Animation

What does Animation do?

Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP. Animation is an agent skill from arjun988/blender-skills. Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.

When should I use Animation?

Animation fits situations like: tasks that involve MCP servers.

How do I install Animation in Claude Code?

Run `npx skills add arjun988/blender-skills --skill animation -a claude-code`. Or copy the skill folder (.claude/skills/animation in arjun988/blender-skills) into .claude/skills/animation in your project. Claude Code loads it when a task matches its description.

How do I install Animation in Codex?

Run `npx skills add arjun988/blender-skills --skill animation -a codex`. Or copy the skill folder (.claude/skills/animation in arjun988/blender-skills) into .agents/skills/animation in your project. Codex loads it when a task matches its description.

Can I use Animation 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 arjun988/blender-skills --skill animation -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/animation, .gemini/skills/animation, .github/skills/animation and .opencode/skills/animation in your project.

What does Animation need to run?

SKILL.md names no scripts, command-line tools or credentials: Animation is instructions for the agent only.

Does Animation 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 Animation 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 Animation use?

Animation is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Animation use?

About 875 tokens (SKILL.md is roughly 3.5k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 417 tokens, read only when the agent opens those files.

What are the alternatives to Animation?

Skills that share tags, products or a category with Animation: Blender Modeler (majiayu000/claude-skill-registry, 666 stars), Scenario Orbit Views (scenario-labs/skills, 913 stars), Blender MCP Video (micky-li-hd/VideoCoCo, 115 stars) and Blender MCP (Tommy-yw/RunbookHermes, 546 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Animation?

arjun988 (a GitHub user) maintains it in arjun988/blender-skills, which has 275 GitHub stars. The repository holds 37 skills in this directory. The repository was last updated on July 10, 2026.

Source: arjun988/blender-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.