Blender motion state inspection
Skill asong56/skills/08-extend/blender-motion-state-inspection
268 AI coding assistant skills, organized across 12 workflow layers. Sources include Anthropic official, FRM, SKC, LRN, SKA, and other mainstream AI coding frameworks.
npx -y skills add asong56/skills --skill blender-motion-state-inspectionAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
2 things to look at
- 18 days oldThe repository was created 18 days ago. New is not bad, but a brand new repository carrying a familiar-sounding name is the shape a typosquat arrives in, and there has been no time for anyone else to find a problem with it.
- 1 stars1 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
What its author says it does
Copied from the file, not written here
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.
SKILL.md
7.9 KB, ~1.7k tokens by cl100k_base, as published. Nobody here has run it
Blender Motion State Inspection
When to Use
- A Blender character looks twisted, mirrored, flattened, offset, or foot-sliding in an animation.
- A user asks whether an imported avatar, armature, or retargeted motion matches an expected pose.
- You need to compare rendered evidence with structured facts such as bones, bounding boxes, contacts, and facing vectors.
- A workflow depends on deciding whether a model is a character, prop, proxy mesh, control rig, or broken import.
Core Principle
Do 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.
First extract structured Blender state, then use viewport screenshots or renders to confirm what the facts imply.
How It Works
- Establish the clean scene and asset baseline before judging motion.
- Extract structured facts from Blender using an exporter or Blender Python run inside Blender's own interpreter.
- Sample the frames most likely to expose contact, orientation, scale, and retargeting errors.
- Compare the measured facts against the user's expected pose, direction, ground plane, and render goal.
- Return a concise report that separates confirmed facts, likely causes, and required fixes.
Inspection Workflow
-
Inventory the scene.
- List meshes, armatures, empties, cameras, lights, modifiers, parent relationships, and hidden objects.
- Separate character meshes from helper/proxy geometry before judging the avatar.
- Record object-space and world-space bounding boxes.
-
Identify the skeleton.
- Capture armature names, pose bones, bone heads/tails, roll, parent chains, constraints, and rest-pose axes.
- Map semantic bones such as hips, spine, neck, head, shoulders, elbows, hands, thighs, knees, ankles, and feet.
- Flag missing left/right pairs and unusual naming schemes.
-
Determine forward, up, and side axes.
- Use the pelvis, spine, shoulders, hips, head, and feet together; do not rely on a single mesh normal.
- Compare local armature axes with world axes and imported file conventions such as glTF Y-up vs Blender Z-up.
- Mark likely mirrored or backwards imports when face/head/feet direction conflicts with root motion.
-
Sample animation frames.
- Inspect first, middle, contact, airborne, and extreme frames.
- Record root location, root heading, pelvis height, torso lean, limb directions, foot clearance, and mesh bounds.
- For long or fast motion, sample more densely around flips, landings, turns, collisions, and floor contacts.
-
Check model integrity before retargeting blame.
- Confirm the clean baseline shape before applying animation.
- Preserve original mesh, materials, armature, and skinning unless the user explicitly asks for repair.
- Treat unexplained sphere-like blobs, giant proxy meshes, or crushed bodies as import/selection issues until proven otherwise.
-
Diagnose contact and motion issues.
- Ground penetration: compare lowest foot or shoe vertices with floor height per frame.
- Foot sliding: compare foot world positions across planted frames.
- Leg crossover: compare left/right thigh, knee, ankle, and foot side ordering.
- Twist damage: compare bone swing direction separately from roll/twist around the limb axis.
- Scale drift: compare animated mesh bounds against the clean baseline bounds.
-
Report facts before opinions.
- Include frame numbers, object names, bone names, world coordinates, and thresholds.
- Separate confirmed failures from visual suspicions.
- Attach screenshots only after the structured state explains what to look for.
Recommended Report Shape
## Blender Motion Inspection
### Scene Inventory
- Character candidates:
- Armatures:
- Helper/proxy objects:
- Cameras/lights:
### Orientation
- World up:
- Character forward:
- Root heading:
- Mirrored/backwards risk:
### Baseline Integrity
- Clean mesh bounds:
- Animated mesh bounds:
- Materials/skin preserved:
- Suspicious non-character meshes:
### Frame Findings
| Frame | Finding | Evidence |
| --- | --- | --- |
| 1 | Clean baseline pose | hips/spine/feet aligned |
| 96 | Foot penetrates floor | left_foot min_z = -0.04 |
### Verdict
- Pass/fail:
- Required fix:
- Render readiness:
Examples
Walk Cycle With Foot Sliding
Scenario: a retargeted character appears to skate during a walk cycle, but the front camera angle makes the foot contact hard to judge.
Apply the workflow:
- Inventory the scene: character mesh
HeroBody, armatureHeroRig, ground planeFloor, no hidden proxy meshes. - Identify the skeleton: semantic feet are
foot.Landfoot.R; hips arepelvis; root bone isroot. - Sample animation frames: inspect frames 1, 18, 24, 30, 42, and 48 around planted-foot moments.
- Diagnose contact and motion issues: compare world-space foot locations during planted frames.
Extracted facts:
| Frame | Fact | Evidence |
|---|---|---|
| 18 | Left foot is planted | foot.L min_z = 0.004, toe and heel both near floor |
| 24 | Left foot slides while planted | foot.L x = 0.21 -> 0.28 over six frames |
| 30 | Pelvis keeps moving forward | pelvis y = 1.14 -> 1.31 |
Verdict: fail for render readiness. The motion needs foot-lock cleanup or retargeting constraint review; the body mesh does not need proportion changes.
Backwards Imported Character
Scenario: a character looks correct in a still frame, but the animation moves opposite the expected travel direction.
Apply the workflow:
- Determine forward, up, and side axes: compare head, chest, feet, and root motion.
- Sample animation frames: inspect frame 1 and the midpoint of the travel path.
- Report facts before opinions: include the root heading and model-facing direction separately.
Extracted facts:
| Frame | Fact | Evidence |
|---|---|---|
| 1 | Character face points toward world -Y | head/chest vector from neck to head resolves to -Y |
| 72 | Root motion travels toward world +Y | root y = 0.0 -> 2.8 |
| 72 | Feet remain visually forward-facing opposite travel | toe bones point -Y while displacement is +Y |
Verdict: likely backwards import or retargeting forward-axis mismatch. Fix the import/retarget axis mapping before editing animation curves.
Practical Thresholds
- Assume Blender's default meter-scale units unless the scene unit scale says otherwise.
- Treat ground penetration above 1-2 cm as visible unless the floor is soft or intentionally stylized.
- Treat a sudden scale change above 5% as a likely rig, constraint, or transform inheritance problem.
- Treat left/right ankle side-order flips during airborne inverted motion as leg crossover risk even if it recovers later.
- Treat root heading jumps above 30 degrees per frame as suspicious unless the source motion includes a snap turn.
Anti-Patterns
- Do not modify body proportions to force pose matching unless the task is explicitly mesh repair.
- Do not bake away the clean baseline before recording it.
- Do not use one rendered camera angle as proof that a pose is correct.
- Do not delete helper objects until you have recorded why they are not part of the character.
- Do not assume an avatar faces +Y, -Y, +X, or -X without checking head, feet, torso, and root motion together.
Tooling Notes
If 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.
Gives 0 of the 12 instructions most css styling skills give in ~1.7k tokens
Counted across 586 of the 596 authors here whose files we hold, read 2026-08-06
- avoid excessive centered layoutsin 55 of 586, across 12 files
- bundle code into single HTML filein 54 of 586, across 14 files
- Respect prefers-reduced-motion user settingsin 52 of 586, across 35 files
- avoid purple gradientsin 51 of 586, across 11 files
- avoid uniform rounded cornersin 51 of 586, across 11 files
- avoid Inter fontin 51 of 586, across 11 files
- edit generated files to develop artifactin 50 of 586, across 10 files
- animate only transform and opacity propertiesin 43 of 586
- Make touch targets at least 44x44 pixelsin 41 of 586, across 15 files
- Ensure minimum color contrast of 4.5:1in 39 of 586, across 10 files
- use tailwind cssin 39 of 586, across 24 files
- Use SVG icons instead of emojisin 38 of 586, across 11 files
Said here and by no other author read
- Extract structured Blender state before using screenshots
- Establish clean scene and asset baseline before judging motion
- Inventory meshes, armatures, empties, and hidden objects
- Separate character meshes from helper geometry
- Map semantic bones and flag missing left/right pairs
- Determine forward, up, and side axes using multiple body parts
Grouped from the skills themselves: near-identical wordings counted once, and counted by distinct author, so one author publishing three of these counts once. Length counted with cl100k_base; the agent that loads this file may tokenize it differently.