animation-blend
Installation
SKILL.md
Animation blend
This skill owns presentation pose composition, not gameplay state or hit timing. animation-graph selects/coordinates animation states/layers; movement owners define displacement policy.
Compatible displacement columns
| Column | Gameplay displacement owner |
|---|---|
| procedural-loco | locomotion/physics code |
| root-motion | authored root motion consumed by the gameplay movement solver |
| hybrid | published state-dependent ownership with one displacement application |
Rules
- Weighted blends/additives/interpolation paint a rendered pose from authoritative animation/gameplay state; they do not extend active hit frames or cancel windows.
- Blend duration/easing/inertialisation are authored in time/state units appropriate to the runtime, not a universal 2–6 frame fade.
- Root-motion extraction/application has one explicit gameplay owner. Visual blending must not double-apply root displacement.
- Aim/look overlays declare mask/weight/reference space and do not silently rotate gameplay facing/collision unless the owning gameplay contract requests it.
- Foot contact repair delegates to
ik-foot-locking; blend output remains a source pose rather than a second locomotion solver.