
Blender Game Animation
Rig and animate supplied characters in Blender, revise motion from references, and...
Install
npx skills add witnesstodark/mr-mak-workspace --skill blender-game-animation -g -a claude-code -y- Repository
- witnesstodark/mr-mak-workspace642
- Category
- Engineering
- Updated
- 4d ago
- License
- MIT
- Context cost
- Lightabout 1,055 tokens
- Runs scripts
- No, instructions only
What it does
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.
