Agent skill

Blender Game Animation

by witnesstodark in witnesstodark/mr-mak-workspace

Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export.

MITAuto-check passedGame Development

Install Blender Game Animation

skills CLI
$ npx skills add witnesstodark/mr-mak-workspace --skill blender-game-animation -a claude-code

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

GitHub CLI
$ gh skill install witnesstodark/mr-mak-workspace blender-game-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/witnesstodark/mr-mak-workspace.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/blender-game-animation .claude/skills/blender-game-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
blender-game-animation
GitHub stars
347
Token cost
~1.1k tokens
SKILL.md length
606 words
Files
2 (incl. references)
Skills in repo
19
Repo updated
First seen
Licence
MIT

At a glance

Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export.

  • Game Development work in your project
  • SKILL.md covers Rig and skin, Motion and revisions, Timing and ordinary playback and Bake and hand off
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Blender Game Animation is an agent skill from witnesstodark/mr-mak-workspace. Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export.

Its SKILL.md is about 1.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/engine-handoff.md`).

It sits in Game Development. It works with Blender. The repository describes itself as: A local desktop workspace for Codex and Claude Code, with project reports, creative skills and optional voice. The licence is MIT.

When your agent uses it

  • Game Development work in your project

Example prompts

  • “/blender-game-animation”

What it can do on your machine

Read from SKILL.md and the folder at commit c7c9fbf. 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

Blender Game Animation loads about 1.1k tokens when it runs, and up to ~1.7k if it reads all its reference files. Until then it costs about 40 tokens; SKILL.md has 606 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~40
When it runs · the whole SKILL.md, loaded when a task matches
~1.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~1.7k

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 witnesstodark/mr-mak-workspace at commit c7c9fbf, republished under its MIT licence (© witnesstodark). 606 words, ~1,103 tokens.

Download SKILL.mdSave it as .claude/skills/blender-game-animation/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
blender-game-animation
description
Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export.

Blender game animation

Build an editable animation project from the supplied mesh and references. Inspect existing work before changing it. Establish anatomy, skeleton needs, forward axis, units, frame rate, clips, loop/root-motion behavior and gameplay events from the task. Do not regenerate a supplied model as an incidental step. When continuing another artist's file, inventory the rigs, Actions, slots, constraints, reference media and export settings before editing. Keep a source copy and distinguish approved clips from experiments.

Rig and skin

Place joints from anatomy and give them stable rolls and bend directions. Keep global placement separate from local body motion. Use editable contact controls where they help. Automatic weights are a starting point: inspect disconnected islands, opposite-side influence, shoulders/hips and rigid items. Normalize after pruning and respect the destination engine's influence limit. Test joint extremes before authoring the whole action library. An IK collapse can be a target/reach problem rather than a weight problem.

Motion and revisions

Block support changes, contact, impact and recovery before secondary motion. Assess floor contact using deformed sole geometry. Compare the same event in the source video and Blender, and inspect angles absent from the reference. Single-camera depth reconstruction is inferred motion, not measured mocap.

Preserve approved actions while creating revisions. When a frame looks broken, check nearby frames, interpolation, constraints and playback range before adding more animation. Stabilize foot support, then add body compression, head response, follow-through and tail motion where appropriate. Check loops through their seam. Readability from the game camera and responsive recovery matter more than a long decorative anticipation. Preserve approved gameplay event times.

Timing and ordinary playback

Use duration = (last_frame - first_frame) / fps. Store duration and contact times in seconds as well as frames. Changing fps alone changes speed; resample in time when converting a clip. Keep a source action when making a compact game variant. Each action needs explicit range and fps metadata. Check scene range, preview range and NLA settings separately. Test action switching and ordinary Play after saving and reopening; review scenes do not replace this check. Bind the intended Action and its compatible slot explicitly. If several rigs share a scene, playback range ownership must include the rig, Action, slot and clip metadata, not just an Action name. Returning from an effect rig to a character must restore the character's range. Suspend automatic range changes while the user is posing. Save a readable textured viewport and verify it after reopening; a render alone does not establish a usable authoring file.

Show full SKILL.md (194 more words)Show less

Bake and hand off

Bake evaluated motion onto a separate runtime skeleton, preserving the control rig. Export intended mesh, runtime bones and clips; exclude helper bones, unrelated scenes and muted library actions. Record textures, clip names, durations, loop flags, root motion and events in the manifest.

Reimport from a copied directory into a clean scene. Verify bone count, skin, textures, duration and sampled poses in a common coordinate system. Account for UV/normal seam duplicates when comparing geometry. A raw vertex-index comparison can be misleading after a valid export. Check permanent mesh edits across every affected action, not just a single pose. Read export and integration checks for separate model/clip files, bind-basis failures and turn-to-locomotion handoff.

Deliver editable source, runtime export, source references, review evidence and a short engine guide. Distinguish source approval, export verification and actual engine integration. A valid FBX does not wire a gameplay event or Animator.

Example: one supplied robot with Idle and Walk. Verify all foot contacts, loop seam, normal action playback and a clean reimport. Dependencies: Blender, the supplied mesh/references, and target-engine access for an integration check. This module is a production workflow, not a universal one-click rigging script.

© witnesstodark, 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 1 other file (references) in .agents/skills/blender-game-animation of witnesstodark/mr-mak-workspace.

  • SKILL.md
  • references/engine-handoff.md

Open the folder on GitHubat commit c7c9fbf

Compare with similar skills

Blender Game 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.

Blender Game Animation compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Blender Game Animation this skillwitnesstodark/mr-mak-workspace347—~1.1kAutomated safety check: PassMIT
Threejs World Generationcalesthio/OpenMontage66k—~2kAutomated safety check: PassAGPL-3.0
3Dviz Pro Max Scene Builderviettranx/3dviz-pro-max709—~2.8kAutomated safety check: PassMIT
Asset Pipelinerehan-remade/universal-modder6.1k—~2kAutomated safety check: PassMIT
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 Game Animation

What does Blender Game Animation do?

Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export. Blender Game Animation is an agent skill from witnesstodark/mr-mak-workspace. Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export.

When should I use Blender Game Animation?

Blender Game Animation fits situations like: game Development work in your project.

How do I install Blender Game Animation in Claude Code?

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

How do I install Blender Game Animation in Codex?

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

Can I use Blender Game 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 witnesstodark/mr-mak-workspace --skill blender-game-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/blender-game-animation, .gemini/skills/blender-game-animation, .github/skills/blender-game-animation and .opencode/skills/blender-game-animation in your project.

What does Blender Game Animation need to run?

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

Does Blender Game 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 Blender Game 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 Blender Game Animation use?

Blender Game Animation 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 Game Animation use?

About 1.1k tokens (SKILL.md is roughly 4.4k 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 584 tokens, read only when the agent opens those files.

What are the alternatives to Blender Game Animation?

Skills that share tags, products or a category with Blender Game Animation: Threejs World Generation (calesthio/OpenMontage, 66k stars), 3Dviz Pro Max Scene Builder (viettranx/3dviz-pro-max, 709 stars), Asset Pipeline (rehan-remade/universal-modder, 6.1k 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 Game Animation?

witnesstodark (a GitHub user) maintains it in witnesstodark/mr-mak-workspace, which has 347 GitHub stars. The repository holds 19 skills in this directory. The repository was last updated on October 9, 2026.

Source: witnesstodark/mr-mak-workspace on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.