Agent skill

Scenario Blender Animation

by scenario-labs in scenario-labs/skills

A skill your agent uses when animating characters or objects in Blender through Python, a bouncing ball, walk or run cycle, jump, acting shot, lip sync, eye darts or facial animation, blocking in…

MITAuto-check passedDocuments & Office

Install Scenario Blender Animation

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

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

GitHub CLI
$ gh skill install scenario-labs/skills scenario-blender-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/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/dcc/blender/scenario-blender-animation .claude/skills/scenario-blender-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
scenario-blender-animation
GitHub stars
946
Token cost
~5.1k tokens
SKILL.md length
2,054 words
Files
6 (incl. scripts, references)
Skills in repo
146
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when animating characters or objects in Blender through Python, a bouncing ball, walk or run cycle, jump, acting shot, lip sync, eye darts or facial animation, blocking in…

  • Works in 8 steps: Plan. Beat list with frames: every… → Set up and stage the shot (P1, P18):… → Block A, key poses stepped. Strongest,… → …
  • Animating characters
  • SKILL.md covers Stance (the expert delta), Establish first, Workflow and Numbers, plus 4 more sections
  • Runs Python scripts from its folder; calls npx

What it does

Scenario Blender Animation is an agent skill from scenario-labs/skills. Use when animating characters or objects in Blender through Python, a bouncing ball, walk or run cycle, jump, acting shot, lip sync, eye darts or facial animation, blocking in stepped keys, splining, polish, timing and spacing, arcs, overlap, squash and stretch, graph editor handles, slotted actions or NLA layers, staging a playblast, or when animation looks floaty, stiff, slides, pops, chatters, the subject is too small in frame, or a knee pops and needs an expert review.

Its SKILL.md is about 5.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/procedures.md`).

It sits in Documents & Office, covering Slides and decks. It works with Blender and Python. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.

When your agent uses it

  • Animating characters
  • Objects in Blender through Python
  • A bouncing ball
  • Facial animation

Example prompts

  • “/scenario-blender-animation”

Requirements

  • Python 3
  • Node.js

Workflow steps

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

  1. Plan. Beat list with frames: every acting beat in order (Hjalti counts about 8 per shot), sub-beats notice, react, realize, respond (Rik)…
  2. Set up and stage the shot (P1, P18): fps, range, sound, passepartout 0.99, Simplify for previews. Place the camera, then…
  3. Block A, key poses stepped. Strongest, longest-held pose first (Alex). Build each pose COG, feet (weight over the support foot, feet never…
  4. Blocking+ (still stepped). breakdown at the middle frame with per-part factors (COG dips, extremities delayed at 0.2 to 0.3, directed part…
  5. Spline the body with blocking_to_spline(rig, body_bones, transition=3, interpolate={...}): big moves and continuous contacts in…
  6. Re-inject energy (Leo: splining softens): timing accents, overshoots, desynchronized parts, offset_keys 1 to 2 frames per chain link…
  7. Face and lip sync, stepped (P6, P7): jaw rhythm, corners (never dead center), shapes from a pose library on the lower face minus the jaw…
  8. Polish. foot_slip under 1 mm, lowest_point for penetration, rotation_flips empty (fix_rotation_flips), limb_extension under 0.99 wherever…

What it can do on your machine

Read from SKILL.md and the folder at commit f6f8ab7. 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

    Ships 1 file in scripts/ (Python), which the agent can run.

    Shell commands in SKILL.md call:

    • npx

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

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    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

Scenario Blender Animation loads about 5.1k tokens when it runs, and up to ~32k if it reads all its reference files. Until then it costs about 126 tokens; SKILL.md has 2,054 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~126
When it runs · the whole SKILL.md, loaded when a task matches
~5.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~32k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 2,054 words, ~5,072 tokens.

Download SKILL.mdSave it as .claude/skills/scenario-blender-animation/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
scenario-blender-animation
description
Use when animating characters or objects in Blender through Python, a bouncing ball, walk or run cycle, jump, acting shot, lip sync, eye darts or facial animation, blocking in stepped keys, splining, polish, timing and spacing, arcs, overlap, squash and stretch, graph editor handles, slotted actions or NLA layers, staging a playblast, or when animation looks floaty, stiff, slides, pops, chatters, the subject is too small in frame, or a knee pops and needs an expert review.
license
MIT

Blender animation (character and object)

Expert animation means every frame on screen is a choice: key poses the audience reads, holds and snaps placed by hand, spacing designed, arcs checked. The Blender Studio stance is to block stepped, spline late and in parts, and judge from the shot camera at real speed. An agent cannot scrub, so it measures instead: per-frame positions, spacing charts, arc checks, framing, an onion-skin image, a curve plot, and a playblast it actually looks at. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

REQUIRED BACKGROUND: scenario-blender-expert (execution channel, review loop, 5.2 API changes). Shot planning, cameras and animatics belong to scenario-blender-previs-storyboard; building the rig to scenario-blender-rigging.

Toolkit: scripts/bx_anim.py (keying, blocking-to-spline, curve checks, measurement, staging, playblast light, knee-pop, flip and balance checks, onion-skin and curve images, one-object bouncing_ball; API in procedures.md, tested on 5.2.1) and bx_review.playblast.

Stance (the expert delta)

  • Stay stepped long ("Blocking+"). Hjalti Hjalmarsson: juniors spline too early; computer in-betweens are "unintentional interpolated poses" that make notes hard. Keep adding hand-made breakdowns while stepped; splining is short and late.
  • Never convert the whole blocking to Bezier. Rik Schutte: key every main control on every key pose, copy each pose to the end of its hold ("pillars"), then spline the body only; face and fingers stay stepped until their own pass. Measured on 5.2.1: the naive conversion drifted 84% of the next move across a hold, the pillars held at exactly 0.
  • Snaps are authored. Rik: hold, then change pose in 2 to 3 frames; only big deliberate moves are left to interpolation. [added, measured] A contact inside continuous motion (a jump landing) is not a hold: pillaring it cut the body's speed at impact from 0.101 to 0.007 m per frame, a floaty landing.
  • Odd frames, even gaps; breakdowns shape arcs and steer the eye. Alex Nagy: key poses on odd frames with even spacing so a true middle frame exists. The breakdown sets the arc first, the timing second; favoring it late leaves more travel for the last frames, and the fastest part draws the eye.
  • The handle type is a timing decision. AUTO_CLAMPED keeps holds flat; AUTO overshoots between two equal keys (Alex uses it to push a pose or cushion a settle); VECTOR for hard hits, contacts and take-offs (Alex, Dillon Gu); FREE for burst spacing and exact arcs (Raymond Luc, Joey Carlino).
  • Lead with one part, layer the rest. Rik blocks a torso-only rhythm pass first; Dillon leads body mechanics with the COG and acting with the head or eyes. Overlap goes into the blocking, and a head never turns on one axis only (Rik).
  • Lip sync is rhythm before shapes. Rik: jaw first, stepped, opened big only on accents; off-sync is a missing preparation, not a global offset; M, B, P closed at least 2 frames and closed before the sound.
  • Spacing is felt, arcs are checked, the shot must read. Raymond: the audience should feel spacing tricks, not see them. Pablo Fournier: arcs are the most important check (root, hands, feet, nose), in camera space. Hjalti (in scenario-blender-previs-storyboard): after each cut the eye must find one thing, so a subject lost in an empty frame fails however good the curves are.

Establish first

InputWhy it changes the planDefault when silent
Medium, fpsFilm 24 (Hjalti); games often 30 with fixed hit or release frames (Picaut)24 fps
CameraLocked acting shot: judge only through the camera (Rik). Moving, re-framable or gameplay camera: poses work from every direction (Leo Silly-Pelissier, Picaut)locked camera
StyleStepped on twos and never splined (Sprite Fright shots, Rik) vs splined; stylized vs naturalistic (Leo)splined, stylized
RigControl names, IK/FK, rotation modes. Generated Rigify [verified]: torso, hips, chest, head, foot_ik.L, upper_arm_fk.L, jaw_master; ["IK_FK"] on upper_arm_parent.L (0 IK, 1 FK); legs have IK_Stretch 1.0; rest legs are 99.6% straight; main controls QUATERNIONFK arms when arcs matter, IK when hands touch things (Joey, Tony Garcia)
Named objectA brief that names the animated object expects every channel on itone object, bouncing_ball(obj=...)
Audio, transcriptBeats, accents, phoneme preparationbeats from the brief
ReferenceTiming and beats, never a trace (Hjalti)none: write a beat list
BudgetRik: about 3 s a week in big studios, 5 to 6 s on his acting shot; Flow: 2 s per animator per daystate what the budget buys

Workflow

  1. Plan. Beat list with frames: every acting beat in order (Hjalti counts about 8 per shot), sub-beats notice, react, realize, respond (Rik), the leading part per beat. With audio, audio_envelope + accent_frames; hit a pose just before its audio peak (Alex). Start mid-action (Rik). GATE: beat table written.
  2. Set up and stage the shot (P1, P18): fps, range, sound, passepartout 0.99, Simplify for previews. Place the camera, then staging_report(subject, frames) with the real render size: subject height, how much of the frame the action covers, entry, final pose margin. Playblast look: playblast_lighting(key_dir=(0, 0, 1)) (overhead key converted to Workbench's camera space: the shadow sits under the subject, the gap is its height, contact is where they meet), floor_slab, rotation_texture on anything that rolls. GATE: flags empty; shadow_frames visible in the air and touching at a contact; camera stills looked at.
  3. Block A, key poses stepped. Strongest, longest-held pose first (Alex). Build each pose COG, feet (weight over the support foot, feet never twins, knees soft), hips, chest, head, arms. Pose in world terms with world_pose (rig axes are arbitrary), key with key_pose(..., keytype='EXTREME'), CONSTANT, all main controls. GATE: pose strip onion_skin(frames=keys, spread=...) shows clear silhouettes and contrast; balance_report margin >= 0 on held poses.
  4. Blocking+ (still stepped). breakdown at the middle frame with per-part factors (COG dips, extremities delayed at 0.2 to 0.3, directed part favored late; after a take-off the body is ballistic, about 2/3 of the rise in 3 of 7 frames, and the feet must follow); ease_inbetweens for 20/80 (Pablo); overshoots and settles; overlap offsets; key types as a confidence map (Hjalti). GATE: stepped playblast approved; notes on intent stopped (Leo: none after Block B).
  5. Spline the body with blocking_to_spline(rig, body_bones, transition=3, interpolate={...}): big moves and continuous contacts in interpolate; VECTOR on foot contacts and take-offs. GATE: hold_drift < 1e-5, overshoots only wanted settles, face still CONSTANT, motion_report without unintended constant spacing, ballistic_fit on the airborne COG with g_ratio near 1.0 and a small residual, limb_extension never above 1.0.
  6. Re-inject energy (Leo: splining softens): timing accents, overshoots, desynchronized parts, offset_keys 1 to 2 frames per chain link (Dillon), head lag 2 to 3 frames in cycles (Joey), contacts that slide rather than glue (Rik). Fingers: little overlap, no bounce. GATE: arcs clean in camera pixels (to_camera(..., res=(w, h)), motion_report(dims=2)).
  7. Face and lip sync, stepped (P6, P7): jaw rhythm, corners (never dead center), shapes from a pose library on the lower face minus the jaw, accents and asymmetry in small doses, tongue last, then spline the face. Eyes dart in 1 to 2 frames and lead the head; brows 3 to 10 frames (Rik). GATE: transitions meets those counts; accents clearly fewer than syllables.
  8. Polish. foot_slip under 1 mm, lowest_point for penetration, rotation_flips empty (fix_rotation_flips), limb_extension under 0.99 wherever the leg should stay bent, smears 1 frame (Pablo), burst spacing only now (Raymond), subdivision on. GATE: critique.md rubric passes on the final playblast, onion skin and graph image.

Variants. Bouncing ball (P16, P18): bouncing_ball(obj=ANIM_ball, first_apex=-3, fit=False, ...) keys ONE object: exact parabolas under one gravity through whole-frame contacts, odd or even flights so small hops keep their height, squash on the contact frame and stretch along the velocity through a world-aligned squash modifier (the roll is never twisted), roll = distance / radius, constant-deceleration roll, a 6-frame hold. first_apex before start throws it in from off-screen. Weight mapping is [added]: tune by render. Walk (Joey, 30 fps): contact 0, down 5, passing 10, up 15, 40-frame cycle; heel curve straight during contact, root linear with REPEAT_OFFSET (P5). Jump: tests/code/blender-animation/test_rigify_jump.py is the worked example (Rigify human, blocking to spline).

Show full SKILL.md (703 more words)Show less

Numbers

ItemValueSource
Snappy pose change2 to 3 frames after the holdRik
Aggressive change4 frames instead of 8Alex
Hold to read an idea6 framesAlex
Settle1 to 2 frames, 4 softAlex
Reaction after stimulusabout 6 framesRik
Eye dart / brow change1 to 2 / 3 to 10 framesRik
Ease rule80% of the remaining way per in-between (slow-in); mirror 20%Pablo
Smear1 frame, sometimes 2Pablo
Micro-anticipationlast 1 to 2 frames before hit or release pushed to an extremePicaut
Head lag in a cycle / foot offset2 to 3 frames / 1 frameJoey / Rik
Real gravity at 24 fpsacceleration 0.01703 m/frame^2; a quadratic fit's leading coefficient is half (-0.00852). gravity()physics [added]
Subject size in frame12% of frame height minimum, 15% or more for a single subject[added] E3: both runs measured 10%
IK leg extensionunder 0.99 of full length while meant bent; above 1.0 = IK stretch[added]
Pinwheel on a rolling objectroll per frame under 360 / sectors degrees[added] wagon-wheel

Quality gates

Measurable: slot named after the character; key poses CONSTANT and typed before approval; hold_drift ~0; overshoots only on settles; foot_slip < 1 mm; lowest_point never below the floor (sample sub-frames); transitions for darts, brows, snaps, plosives; ballistic_fit g_ratio near 1 at real scale; motion_report: sharp turns only at contacts, no arc wobble or start-stops inside a move; staging_report flags empty with shadow frames visible; limb_extension, rotation_flips, balance_report as above; roll_aliasing ok. Visual (open every image): pose strip, onion skin through the shot camera with tracks, graph_image, playblast frame sheets (subject size, entry, shadow gap closing at contacts, spin readable), orbit views when the camera is not locked.

Common mistakes

MistakeWhat it looks likeFix
Whole blocking to Bezier"floaty spaghetti"blocking_to_spline with pillars, body only
Pillar on a continuous contactbody brakes before impactput that frame in interpolate; VECTOR on the foot
AUTO handles on a holdhold drifts past the poseAUTO_CLAMPED; AUTO only for a settle
Heel curve eased during contactfoot slides (5.8 cm per step measured)VECTOR or zero-length FREE handles
Jaw open on every syllablechattering mouthbig opens on accent_frames only
BOUNCE easing for a ballno squash frame ever showsbouncing_ball or keyed whole-frame contacts
Squash on a parent that also aimspattern twists on stretch frames (55 degrees measured on the old rig)squash_modifier (world axes) on the object itself
Flights rounded to even frameshops lose or gain height, gravity changes per bounce (0.98 to 1.31 measured)whole-frame contacts, odd flights allowed, one gravity
Framing the whole setsubject 10% of frame, top 40% emptymove in or shorten the travel until staging_report is clean
display.light_direction read as worldshadow hidden behind the subject (0 px)playblast_lighting(key_dir=...)
Arcs checked in normalized camera coordsfalse sharp turns at apexes (aspect squeezes x)to_camera(..., res=(w, h))
Legs straight at stand or push-offIK stretch lengthens the leg (18% in the first jump draft)soft knees, feet breakdown after take-off, VECTOR take-off

Blender 5.2 notes

  • action.fcurves is gone: channelbags via bpy_extras.anim_utils (bx_anim.channelbag). Assigning an action animates only if a slot matches; otherwise set ad.action_slot.
  • One layer per action (layers.new raises); layer with the NLA plus an ADD or COMBINE action (push_layer).
  • keyframe_points.insert gives BEZIER AUTO_CLAMPED; a Keyframe reference dies at the next insert on that curve.
  • Headless: anim.keyframe_insert fails; pose.breakdown and pose.blend_to_neighbor need explicit prev_frame/next_frame; render.opengl refuses, so playblasts are Workbench renders.
  • Workbench scene.display.light_direction is camera-relative; matrix_world is stale until view_layer.update(), so convert after it.
  • GN modifier inputs key at modifiers["X"].properties.inputs.Socket_n.value.
  • Playblast audio: sound strip plus render.ffmpeg.audio_codec = 'AAC'.
  • Keymap: Up = previous key, Down = next (5.0). Not in 5.2: action layers, paste-pose blending, range world-space copy (5.3).

References

  • references/expert-notes.md: principles, numbers and disagreements by expert, with timestamps; load when choosing between approaches or writing notes.
  • references/procedures.md: full tested code for every procedure (setup, blocking, spline, walk, lip sync, facial timing, contact pin, slots, layers, pose library, playblast, measurement, ball, staging, knee/flip/balance); load before writing code.
  • references/critique.md: the review rubric per stage, staging thresholds and their calibration, how these animators phrase notes; load at every gate.
  • references/sources.md: the 14 source videos, what each is best for, best timestamps.

© scenario-labs, 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 5 other files (scripts, references) in skills/dcc/blender/scenario-blender-animation of scenario-labs/skills.

  • SKILL.md
  • references/critique.md
  • references/expert-notes.md
  • references/procedures.md
  • references/sources.md
  • scripts/bx_anim.py

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

Scenario Blender 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.

Scenario Blender Animation compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Scenario Blender Animation this skillscenario-labs/skills946—~5.1kAutomated safety check: PassMIT
PowerPoint Reader and BuilderTokenRhythm/opensquilla7.1k—~3.8kAutomated safety check: NotesApache-2.0
PPTXAgentTeam-TaichuAI/ScienceClaw671—~2.5kAutomated safety check: PassProprietary
Native Enhance PPTXbyungjunjang/slide-master280—~330Automated safety check: PassMIT
Office PPTXsingula-ai/alego1091 repos~1.7kAutomated safety check: PassMIT
PresentationsPinelliaChill/Operant243—~195Automated safety check: PassCustom licence

Similar skills

  • PowerPoint Reader and Builder

    TokenRhythm/opensquilla

    Reads, edits in place, or creates PowerPoint .pptx decks, picking one of three paths based on what tools and files are available.

    7.1k GitHub stars~3.8k tokensUpdated yesterday
    Documents & OfficeAuto-check: notes
  • PPTX

    AgentTeam-TaichuAI/ScienceClaw

    Use this skill any time a .pptx file is involved — as input, output, or both.

    671 GitHub stars~2.5k tokensUpdated 5 mo ago
    Documents & OfficeAuto-check passed
  • Native Enhance PPTX

    byungjunjang/slide-master

    Enhance a finished PPTX while keeping visible content and layout stable.

    280 GitHub stars~330 tokensUpdated 11 days ago
    Documents & OfficeAuto-check passed
  • Office PPTX

    singula-ai/alego

    Create, read, edit, and check PowerPoint presentations (.pptx), including slide text, tables, images, and charts.

    109 GitHub starsUsed in 1 repo~1.7k tokens
    Documents & OfficeAuto-check passed
  • Presentations

    PinelliaChill/Operant

    Create a PowerPoint deck from user content and verify its slide structure.

    243 GitHub stars~195 tokensUpdated yesterday
    Documents & OfficeAuto-check passed
  • Pathml

    K-Dense-AI/scientific-agent-skills

    Supports local computational pathology research with PathML: slide loading and tiling, preprocessing and QC, h5path storage, multiplex quantification, spatial graphs, and bounded model inference.

    48k GitHub starsUsed in 1 repo~3.3k tokens
    Documents & OfficeAuto-check: notes

More from scenario-labs/skills

All 146 skills in this repo
  • Scenario Blender Grease Pencil

    scenario-labs/skills

    A skill your agent uses when drawing or animating with Grease Pencil in Blender 5.x from Python: 2D or 2.5D illustration, frame-by-frame animation, a cutout or part-based 2D character, strokes with…

    946 GitHub stars~4.5k tokensUpdated yesterday
    Auto-check passed
  • Scenario Blender Hair

    scenario-labs/skills

    A skill your agent uses when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games.

    946 GitHub stars~4.7k tokensUpdated yesterday
    Auto-check passed
  • A skill your agent uses when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI…

    946 GitHub stars~5k tokensUpdated yesterday
    Auto-check passed
  • Scenario Chatgpt Pet Create

    scenario-labs/skills

    A skill your agent uses when creating a ChatGPT pet or Codex pet with Scenario: hatching an animated companion from a text idea, a character, mascot or brand cue, or reference photos and art; making…

    946 GitHub stars~3.6k tokensUpdated yesterday
    Auto-check passed
  • Scenario Godot Animation

    scenario-labs/skills

    A skill your agent uses when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop…

    946 GitHub stars~4.7k tokensUpdated yesterday
    Auto-check passed
  • Scenario Godot Audio

    scenario-labs/skills

    A skill your agent uses when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D…

    946 GitHub stars~4.7k tokensUpdated yesterday
    Auto-check passed

Works with

Questions about Scenario Blender Animation

What does Scenario Blender Animation do?

A skill your agent uses when animating characters or objects in Blender through Python, a bouncing ball, walk or run cycle, jump, acting shot, lip sync, eye darts or facial animation, blocking in…. Scenario Blender Animation is an agent skill from scenario-labs/skills. Use when animating characters or objects in Blender through Python, a bouncing ball, walk or run cycle, jump, acting shot, lip sync, eye darts or facial animation, blocking in stepped keys, splining, polish, timing and spacing, arcs, overlap, squash and stretch, graph editor handles, slotted actions or NLA layers, staging a playblast, or when animation looks floaty, stiff, slides, pops, chatters, the subject is too small in frame, or a knee pops and needs an expert review.

When should I use Scenario Blender Animation?

Scenario Blender Animation fits situations like: animating characters; objects in Blender through Python; A bouncing ball; facial animation.

How do I install Scenario Blender Animation in Claude Code?

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

How do I install Scenario Blender Animation in Codex?

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

Can I use Scenario Blender 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 scenario-labs/skills --skill scenario-blender-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/scenario-blender-animation, .gemini/skills/scenario-blender-animation, .github/skills/scenario-blender-animation and .opencode/skills/scenario-blender-animation in your project.

What does Scenario Blender Animation need to run?

Going by SKILL.md and its folder, Scenario Blender Animation needs Python for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Python 3; Node.js.

Does Scenario Blender Animation access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Scenario Blender 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Scenario Blender Animation use?

Scenario Blender 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 Scenario Blender Animation use?

About 5.1k tokens (SKILL.md is roughly 20k 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 27k tokens, read only when the agent opens those files.

What are the alternatives to Scenario Blender Animation?

Skills that share tags, products or a category with Scenario Blender Animation: PowerPoint Reader and Builder (TokenRhythm/opensquilla, 7.1k stars), PPTX (AgentTeam-TaichuAI/ScienceClaw, 671 stars), Native Enhance PPTX (byungjunjang/slide-master, 280 stars) and Office PPTX (singula-ai/alego, 109 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Blender Animation?

scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.

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