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
- Skeletal Hierarchy Standards:
- Establish an immutable root bone located at world origin
(0, 0, 0)namedroot. - Hierarchy:
root->pelvis->spine_01->spine_02->chest->neck->head. - Limb Suffix Conventions: Strictly use
.Land.R(e.g.hand.L,foot.R) to enable Blender's native X-Axis Mirroring and Pose Flipping tools.
- Establish an immutable root bone located at world origin
- 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.