blender-animation

Installation
SKILL.md

blender-animation

Core Philosophy

Character and asset animation in Blender for real-time game engines is not about producing a single cinematic render. Game animation is modular, state-driven motion engineering. Animations must blend seamlessly in real time across locomotion states, maintain precise skeletal hierarchy conventions, adhere to bone transform constraints, and export clean, non-destructive FBX/glTF clips with root motion preservation and zero scale distortion.


4-Step Technical Blender Animation Pipeline

Step 1: Rigging Architecture & Armature Hierarchy

  1. Skeletal Hierarchy Standards:
    • Establish an immutable root bone located at world origin (0, 0, 0) named root.
    • Hierarchy: root -> pelvis -> spine_01 -> spine_02 -> chest -> neck -> head.
    • Limb Suffix Conventions: Strictly use .L and .R (e.g. hand.L, foot.R) to enable Blender's native X-Axis Mirroring and Pose Flipping tools.
  2. IK / FK Switching Systems:
    • Arms and Legs: Build dual Inverse Kinematics (IK) and Forward Kinematics (FK) chains with a custom property slider for smooth blending.
    • Pole Targets: Set up pole target bones for knees and elbows with explicit Pole Angle calibration to prevent joint twisting.
Installs
3
GitHub Stars
4
First Seen
3 days ago
blender-animation — poorvith-mp/skills-gamedev