Blender Motion State Inspection

Use this skill when inspecting Blender characters, rigs, poses, animation retargeting, ground contact, facing direction, or…

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Install this skill Read the source first Free Written by affaan-m · unverified publisher
Context cost
2k tokensestimated from the bundle, loaded when it triggers
Bundle
1 file · 8.1 kBtext throughout, nothing executable
Licence
MITfree to use
Last change
no release on file
Servers it uses
Noneruns standalone

What it does

Use this skill when inspecting Blender characters, rigs, poses, animation retargeting, ground contact, facing direction, or model-vs-motion alignment where screenshots alone are not enough.

Installed, it changes the agent in these ways.

What this skill changes about the agent is not written down here yet. The listing was collected from its source, and the description is in its own SKILL.md.

Output format

Produces one artefact, exactly shaped.

gamedevanimation

The skill itself

This is the whole product. A skill is instructions the model reads, so there is nothing behind the listing you cannot see first — the front matter loads with every session, and the body below it loads when the skill triggers.

SKILL.md8.1 kB · 166 lines
--- name: blender-motion-state-inspection description: Use this skill when inspecting Blender characters, rigs, poses, animation retargeting, ground contact, facing direction, or model-vs-motion alignment where screenshots alone are not enough. metadata: origin: ECC tools: Read, Write, Edit, Bash, Grep, Glob ---
9# Blender Motion State Inspection
10
11## When to Use
12
13- A Blender character looks twisted, mirrored, flattened, offset, or foot-sliding in an animation.
14- A user asks whether an imported avatar, armature, or retargeted motion matches an expected pose.
15- You need to compare rendered evidence with structured facts such as bones, bounding boxes, contacts, and facing vectors.
16- A workflow depends on deciding whether a model is a character, prop, proxy mesh, control rig, or broken import.
17
18## Core Principle
19
20Do not judge animated 3D assets only from screenshots. Screenshots are review evidence, but they hide axis conventions, bone names, object scale, local transforms, parented meshes, material slots, and frame-by-frame contact state.
21
22First extract structured Blender state, then use viewport screenshots or renders to confirm what the facts imply.
23
24## How It Works
25
261. Establish the clean scene and asset baseline before judging motion.
272. Extract structured facts from Blender using an exporter or Blender Python run inside Blender's own interpreter.
283. Sample the frames most likely to expose contact, orientation, scale, and retargeting errors.
294. Compare the measured facts against the user's expected pose, direction, ground plane, and render goal.
305. Return a concise report that separates confirmed facts, likely causes, and required fixes.
31
32## Inspection Workflow
33
341. Inventory the scene.
35 - List meshes, armatures, empties, cameras, lights, modifiers, parent relationships, and hidden objects.
36 - Separate character meshes from helper/proxy geometry before judging the avatar.
37 - Record object-space and world-space bounding boxes.
38
392. Identify the skeleton.
40 - Capture armature names, pose bones, bone heads/tails, roll, parent chains, constraints, and rest-pose axes.
41 - Map semantic bones such as hips, spine, neck, head, shoulders, elbows, hands, thighs, knees, ankles, and feet.
42 - Flag missing left/right pairs and unusual naming schemes.
43
443. Determine forward, up, and side axes.
45 - Use the pelvis, spine, shoulders, hips, head, and feet together; do not rely on a single mesh normal.
46 - Compare local armature axes with world axes and imported file conventions such as glTF Y-up vs Blender Z-up.
47 - Mark likely mirrored or backwards imports when face/head/feet direction conflicts with root motion.
48
494. Sample animation frames.
50 - Inspect first, middle, contact, airborne, and extreme frames.
51 - Record root location, root heading, pelvis height, torso lean, limb directions, foot clearance, and mesh bounds.
52 - For long or fast motion, sample more densely around flips, landings, turns, collisions, and floor contacts.
53
545. Check model integrity before retargeting blame.
55 - Confirm the clean baseline shape before applying animation.
56 - Preserve original mesh, materials, armature, and skinning unless the user explicitly asks for repair.
57 - Treat unexplained sphere-like blobs, giant proxy meshes, or crushed bodies as import/selection issues until proven otherwise.
58
596. Diagnose contact and motion issues.
60 - Ground penetration: compare lowest foot or shoe vertices with floor height per frame.
61 - Foot sliding: compare foot world positions across planted frames.
62 - Leg crossover: compare left/right thigh, knee, ankle, and foot side ordering.
63 - Twist damage: compare bone swing direction separately from roll/twist around the limb axis.
64 - Scale drift: compare animated mesh bounds against the clean baseline bounds.
65
667. Report facts before opinions.
67 - Include frame numbers, object names, bone names, world coordinates, and thresholds.
68 - Separate confirmed failures from visual suspicions.
69 - Attach screenshots only after the structured state explains what to look for.
70
71## Recommended Report Shape
72
73```markdown
74## Blender Motion Inspection
75
76### Scene Inventory
77- Character candidates:
78- Armatures:
79- Helper/proxy objects:
80- Cameras/lights:
81
82### Orientation
83- World up:
84- Character forward:
85- Root heading:
86- Mirrored/backwards risk:
87
88### Baseline Integrity
89- Clean mesh bounds:
90- Animated mesh bounds:
91- Materials/skin preserved:
92- Suspicious non-character meshes:
93
94### Frame Findings
95| Frame | Finding | Evidence |
96| --- | --- | --- |
97| 1 | Clean baseline pose | hips/spine/feet aligned |
98| 96 | Foot penetrates floor | left_foot min_z = -0.04 |
99
100### Verdict
101- Pass/fail:
102- Required fix:
103- Render readiness:
104```
105
106## Examples
107
108### Walk Cycle With Foot Sliding
109
110Scenario: a retargeted character appears to skate during a walk cycle, but the front camera angle makes the foot contact hard to judge.
111
112Apply the workflow:
113- Inventory the scene: character mesh HeroBody, armature HeroRig, ground plane Floor, no hidden proxy meshes.
114- Identify the skeleton: semantic feet are foot.L and foot.R; hips are pelvis; root bone is root.
115- Sample animation frames: inspect frames 1, 18, 24, 30, 42, and 48 around planted-foot moments.
116- Diagnose contact and motion issues: compare world-space foot locations during planted frames.
117
118Extracted facts:
119
120| Frame | Fact | Evidence |
121| --- | --- | --- |
122| 18 | Left foot is planted | foot.L min_z = 0.004, toe and heel both near floor |
123| 24 | Left foot slides while planted | foot.L x = 0.21 -> 0.28 over six frames |
124| 30 | Pelvis keeps moving forward | pelvis y = 1.14 -> 1.31 |
125
126Verdict: fail for render readiness. The motion needs foot-lock cleanup or retargeting constraint review; the body mesh does not need proportion changes.
127
128### Backwards Imported Character
129
130Scenario: a character looks correct in a still frame, but the animation moves opposite the expected travel direction.
131
132Apply the workflow:
133- Determine forward, up, and side axes: compare head, chest, feet, and root motion.
134- Sample animation frames: inspect frame 1 and the midpoint of the travel path.
135- Report facts before opinions: include the root heading and model-facing direction separately.
136
137Extracted facts:
138
139| Frame | Fact | Evidence |
140| --- | --- | --- |
141| 1 | Character face points toward world -Y | head/chest vector from neck to head resolves to -Y |
142| 72 | Root motion travels toward world +Y | root y = 0.0 -> 2.8 |
143| 72 | Feet remain visually forward-facing opposite travel | toe bones point -Y while displacement is +Y |
144
145Verdict: likely backwards import or retargeting forward-axis mismatch. Fix the import/retarget axis mapping before editing animation curves.
146
147## Practical Thresholds
148
149- Assume Blender's default meter-scale units unless the scene unit scale says otherwise.
150- Treat ground penetration above 1-2 cm as visible unless the floor is soft or intentionally stylized.
151- Treat a sudden scale change above 5% as a likely rig, constraint, or transform inheritance problem.
152- Treat left/right ankle side-order flips during airborne inverted motion as leg crossover risk even if it recovers later.
153- Treat root heading jumps above 30 degrees per frame as suspicious unless the source motion includes a snap turn.
154
155## Anti-Patterns
156
157- Do not modify body proportions to force pose matching unless the task is explicitly mesh repair.
158- Do not bake away the clean baseline before recording it.
159- Do not use one rendered camera angle as proof that a pose is correct.
160- Do not delete helper objects until you have recorded why they are not part of the character.
161- Do not assume an avatar faces +Y, -Y, +X, or -X without checking head, feet, torso, and root motion together.
162
163## Tooling Notes
164
165If a Blender state exporter is available, prefer JSON that includes meshes, armatures, pose bones, materials, contacts, bounding boxes, and sampled animation frames. If no exporter exists, run a small Blender Python script through Blender itself, for example blender --background scene.blend --python collect_motion_state.py, because bpy is not available in a normal system Python interpreter.
166
In the file
SKILL.md1,264 words
Files1
LicenceMIT
Why you can read it

Nothing in a skill executes. The client loads the text and the model follows it, so a skill can be audited the way a runbook is — by reading it.

What it costs in context

Skills are not billed by the call. They are paid for in context: every token the instructions occupy is a token your code, your diff and your conversation cannot use. Here is what this one takes and when it takes it.

≈80
always loaded
The name and description, so the model knows the skill exists and when to reach for it.
1,945
on trigger
The instruction body, read only when the skill fires.
1.0%
of a 200k window
Ten skills this size would take about 10% of the window before you open a file.
050k100k150k200k context window

2k tokens, estimated from the bundle at four bytes to the token, held for the rest of the session once it triggers. Middling. Fine to keep on in a project where you use it weekly, worth unloading in one where you never do.

Servers bill, skills cost

A server charges by the month. A skill charges once per session, in context, and then keeps charging it for as long as the session lives.

Before and after

The same question, put to the same model twice: once as it comes, and once with these instructions loaded.

No worked example has been published for this skill yet.

Adoption
Installsnone yet
Ratingno reviews yet

The procedure it runs

The procedure has not been published here. It is in the skill’s own SKILL.md, which its author has not sent to the marketplace yet.

Prose, not code

These steps are written for a model to follow, not executed by a runtime. It can still be told to skip one, and it will say so when it does.

Servers it uses

None. This skill calls no MCP servers at all.

Everything it needs is in the instructions, so it works in a project with nothing connected — the model reads the file and changes how it works with what it can already reach.

It asks the agent to write files, using whatever file access your client already has. It never touches the network.

What it asks for
Writes filesyes
Network accessno

Read from the allowed-tools line of this skill’s own SKILL.md. A skill grants no permissions of its own — it can only ask for tools your client already has.

What it will not do

Every skill is narrow, and the useful ones say where they stop. These are the jobs this one is the wrong tool for.

What this skill is not for has not been published here. Nothing is implied by that: it is a section the author has not filled in.

What is in the bundle

1 file, 8.1 kB on disk. A bundle is text throughout: the instructions the model reads, plus the templates it fills in.

  • SKILL.md8.1 kB
What is not in it

No dependencies and nothing executable: a skill is text the agent reads, so the bundle is 1 file you can review in full before installing. The MIT licence covers the templates and examples as well as the instructions.

Install

Installing copies the bundle into your project. Nothing runs at install time — the files sit on disk until the model reads them.

# Blender Motion State Inspection · 2k tokens when loaded npx mcprush@latest skill add affaan-m/blender-motion-state-inspection

Writes to .claude/skills/blender-motion-state-inspection/ in the current project. Add --global to put it in your home directory instead, for every project.

Which clients pick it up on their own

A skill is a folder of text. A client with a skills folder reads it without being told; everywhere else the same text works, it is just handed to the model rather than found.

Claude Code.claude/skills/
Claude Desktop
ChatGPT
Cursor.cursor/skills/
VS Code.github/skills/
Codex CLI.agents/skills/
Gemini CLI.gemini/skills/
Grok.grok/skills/
Zed.agents/skills/
Windsurf.windsurf/skills/
Agent SDK.claude/skills/
HTTP / API
This release
Versionnot versioned
Publishedno release date on file
PriceFree
Referenceaffaan-m/blender-motion-state-inspection

Versions

Its author publishes no version number, so there is nothing here to pin to: what you install is the folder as it stands today. Instructions change more often than APIs do — a skill can be rewritten entirely without anything it depends on moving.

v
  • No earlier releases have been published to the marketplace.
Pinning

Nothing to pin to: this skill carries no version number of its own. What you install is what the folder holds on the day you install it.

Reviews

no reviews yet · no installs yet

Nobody has reviewed this skill yet. The rating is the mean of the reviews written here, so there is none until somebody writes the first.

Who can post

Only accounts that have had the skill installed for fourteen days, so a review is written after living with it rather than after reading it. Publishers may reply once.

Publisher
Servers0