
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- Repository
- EL4CTEO/blender-skills651
- 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 sureob.animation_data.action_slotis set (picked automatically when a suitable slot exists; otherwiseact.slots.new(id_type="OBJECT", name=ob.name)). - F-curves:
cb = anim_utils.action_ensure_channelbag_for_slot(act, slot), thencb.fcurves.ensure(path, index=i, group_name=...).action.fcurvesno 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)
- Blocking: key poses on every channel (
CONSTANTinterpolation,bpy.context.preferences.edit.keyframe_new_interpolation_type) on golden frames (contact, down, passing, up for walks). - Breakdowns: add in-betweens that define arcs and spacing.
- Spline: switch to
BEZIER, fix spacing in the Graph Editor, and clean overshoot. Auto-clamped handles avoid overshoot. - 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).
- Review: MCP
look(mode="frames", frame_count=8)or a Workbench playblast (blender-rendering).


