blender-character-animation
Character and prop animation
Work from named action beats and frame intervals. Pose controls or bones, key only intended channels, and retain editable constraints. For grip/release/catch, use one prop object: keep grip influence at one before release, zero through a visible free-flight interval, and restore it only after the prop reaches the catch pose.
Inspect the release distance and duration, catch position/rotation discontinuity, planted foot drift, limb-length preservation and floor proxies. A passing numeric check is necessary but not sufficient: also review silhouette, balance, contact readability and camera composition.
Use blender-quality-validation for measurements and blender-cinematography when
the task includes camera paths, focus or handheld behavior. Keep those acceptance decisions
separate from pose authoring.
When timing changes, move the release/apex/catch parameters or keyframes without rebuilding unrelated animation. Do not add skin detail, effects, sound or downstream rendering to a white-model task unless separately requested and supported.
什么时候使用(When to Use)
为已登记角色骨架制作姿态、动作节拍、IK/FK 控制或单个道具交互时使用。缺少可验证骨架或权重时先交给 blender-character-rigging。