Skills

Blender Animation

Animation in Blender 5.2 - slotted/layered actions and the channelbag API, Python...

Install

npx skills add EL4CTEO/blender-skills --skill blender-animation -g -a claude-code -y
Category
Design
Updated
5d ago
License
MIT
Context cost
Mediumabout 1,652 tokens
Runs scripts
Yes, review before use

What it does

Animation in Blender 5.2 - slotted/layered actions and the channelbag API, Python keyframing, F-curves, game loops with pop/hitch checks, NLA clips, pose library, mocap/BVH/Mixamo retargeting with auto bone maps, baking control rigs to export skeletons, root motion, per-clip export. Use for any keyframe, action, NLA, mocap, or animation-export task.

Animation

The execution model is in blender-core (its references/bpy-patterns.md has verified keyframe/driver snippets). Rigs are in blender-character-rigging.

5.x data model (what changed)

  • An Action holds slots (one per animated ID) and layers → strips → channelbags → F-curves. A single action can animate several objects (e.g. a rig and its camera) through different slots.
  • Assign: ob.animation_data.action = act, then make sure ob.animation_data.action_slot is set (picked automatically when a suitable slot exists; otherwise act.slots.new(id_type="OBJECT", name=ob.name)).
  • F-curves: cb = anim_utils.action_ensure_channelbag_for_slot(act, slot), then cb.fcurves.ensure(path, index=i, group_name=...). action.fcurves no longer exists.
  • The simplest route is still pb.keyframe_insert("rotation_quaternion", frame=f), which creates the action, slot and channelbag.

Workflow (keyframe animation, studio style)

  1. Blocking: key poses on every channel (CONSTANT interpolation, bpy.context.preferences.edit.keyframe_new_interpolation_type) on golden frames (contact, down, passing, up for walks).
  2. Breakdowns: add in-betweens that define arcs and spacing.
  3. Spline: switch to BEZIER, fix spacing in the Graph Editor, and clean overshoot. Auto-clamped handles avoid overshoot.
  4. Polish: offsets/overlap (follow-through on hair, tails, cloth bones), arcs, moving holds (never a perfectly frozen character), and contact stability (feet locked with IK).
  5. Review: MCP look(mode="frames", frame_count=8) or a Workbench playblast (blender-rendering).
Read the whole SKILL.md on GitHub

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