blender-syntax-animation
blender-syntax-animation
Quick Reference
Critical Warnings
ALWAYS set the property value BEFORE calling keyframe_insert() — keyframes record the current value at call time.
ALWAYS call fcurve.update() after manually adding or modifying keyframe points via keyframe_points.add() or direct .co assignment.
NEVER access edit_bones outside of Edit Mode — the collection is empty/inaccessible in Object or Pose Mode.
NEVER use bone.layers or pose.bone_groups in Blender 4.0+ — these are removed. Use BoneCollection instead.
NEVER use driver.expression referencing self without enabling driver.use_self = True.
ALWAYS create animation_data before accessing .action or .nla_tracks — call obj.animation_data_create() if obj.animation_data is None.
Decision Tree: Animation Approach
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Covers Blender data management including collections, library overrides, asset system, linked libraries, BlendDataLibraries, data block creation and removal, fake users, and data transfer between files. Activates when managing Blender collections, linking/appending data, working with library overrides, or using the asset system.
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