Forge animate
Atelier - a premium, anti-slop frontend design skill suite for Claude Code: 11 skills + a deepdive knowledge base.
npx -y skills add luminary19/atelier --skill forge-animateAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
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Forge suite — animation craft layer. Authors keyframes and F-curves, sets interpolation and easing (BEZIER/BACK/ELASTIC/BOUNCE), builds NLA clip libraries, bakes IK/constraint/sim motion to raw TRS keys, and exports skeletal + morph (blend-shape) animation to glTF/GLB, FBX, and USD formats — all headlessly from bpy Python. Use whenever animating objects or armatures, setting up keyframes, editing F-curve handles, choosing easing (ease-in-out, overshoot, bounce, spring), creating looping idles (Cycles modifier), adding camera shake (Noise modifier), baking IK/constraints before export, building NLA multi-clip sequences, exporting animated GLB for Three.js/R3F/Godot/Unity/UE5, or producing USD SkelAnimation. Also use for morph target / shape-key animation. Web/mobile compression of the exported GLB is forge-optimize's job (always Meshopt, never Draco, for animated/morph assets) — this skill hands off to it, it does not run gltf-transform itself. Run = call the Skill tool with the exact name. Saying "now run forge-X" in prose runs nothing. HEADLESS-ONLY: driven from code, output verified by reading a PNG. Part of the Forge suite.
SKILL.md
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Forge — Animation
Keyframes, F-curves, easing, baked constraints, NLA clip libraries, skeletal + morph export. Everything runs inside Blender headlessly — no GUI, no interaction, output verified by rendering a frame to PNG and reading it back.
Project memory: if
FORGE.mdexists at the project root, read it first — it carries the confirmed tool path, coordinate system (Z-up Blender → Y-up glTF), frame rate, poly budget, output paths, and the target engine (Three.js / Unreal / Unity / Godot / USD). Honor every setting it records; do not override without updating it.
Forge suite — animation sits here in the rigtech pipeline:
forge (router) → forge-brief (FORGE.md) → forge-standards (units/axes) → forge-model (mesh) → forge-rig (armature/IK/skin) →
forge-animate(YOU) → forge-sim (cloth/hair/particles) → forge-export (format matrix) → forge-optimize (Draco/Meshopt) → forge-validate (gate) → atelier-webgl (web handoff)forge-rig is the upstream dependency — armatures, IK chains, and blend shapes must exist before this skill runs. If rigging is incomplete, invoke forge-rig first (Run = Skill tool).
forge-render renders verification frames; forge-validate is the mandatory exit gate. Web handoff: forge-export → forge-optimize → atelier-webgl. Atelier connection: easing tokens from atelier-motion map directly to Blender Bezier handles (cubic-bezier(0.4,0,0.2,1) ≈ BEZIER + EASE_IN_OUT; 100–200 ms ≈ 3–5 frames at 24 fps).
Decide first: tool + availability
Animation in Forge always uses Blender. Before writing any script:
- Confirm
blender.exeis on PATH or at the path recorded in FORGE.md. - Note the Blender version — 4.4+ uses the slotted Action data model (slot + channelbag);
5.0+ removes
action.fcurvesentirely. Guard withbpy.app.version. - Confirm the
.blendfile exists and contains the armature/objects to animate.
# Quick availability check
& blender --version
If Blender is missing, stop and report the gap. Do NOT attempt to animate without it.
Full Windows headless invocation pattern (mandatory -- separator for script args):
$b = "C:\Program Files\Blender Foundation\Blender 5.0\blender.exe"
& $b -b "C:/project/rig.blend" -P "C:/scripts/anim.py" -- --start 1 --end 120 --out "C:/out"
Use absolute forward-slash paths inside bpy filepath parameters (never // relative paths).
Use --python-exit-code 1 in production runs so Python errors fail the process.
The flow
-
Read FORGE.md — confirm engine target, coordinate system, frame rate, output paths.
-
Assess animation goal — choose one of four tracks:
- A. Author keyframes/F-curves from scratch (product spin, UI state, camera dolly)
- B. Edit interpolation/easing on existing curves (make it snappier, add overshoot)
- C. Bake + export — IK/constraint rig already authored; collapse to raw TRS for export
- D. NLA multi-clip library — multiple actions → NLA tracks → single export
-
Write the bpy script — keep all real logic in the script file (not inline in this skill body). See
references/keyframes-fcurves.mdfor all keyframe/F-curve patterns andreferences/skeletal-morph-export.mdfor export + validation patterns. -
Run headlessly via PowerShell:
& $blender -b "C:/project/scene.blend" -P "C:/scripts/anim.py" -- <args>Capture stdout/stderr; a non-zero exit means the Python script failed.
-
Bake step (tracks B/C/D — always required before glTF/FBX export):
- Use
bpy_extras.anim_utils.bake_actionwithBakeOptions(4.4+ API) orbpy.ops.nla.bake(requires POSE mode context override). do_visual_keying=True— captures post-constraint evaluated transforms.do_constraint_clear=True— removes IK/Copy constraints after bake.- After bake: convert interpolation to
LINEARif the target engine requires it (glTF LINEAR is the safe default; CUBICSPLINE only when F-curve handles are BEZIER). - Full patterns:
references/keyframes-fcurves.md §3.7–3.9.
- Use
-
Export — pick format from FORGE.md's target engine:
- glTF/GLB (Three.js / Godot / UE5 Interchange):
bpy.ops.export_scene.gltf - FBX (Unity / Unreal / DCC interchange):
bpy.ops.export_scene.fbx - USD SkelAnimation (Omniverse / Houdini / USD pipeline): pxr Python API
- Critical flags table + gotchas:
references/skeletal-morph-export.md §3.2–3.4.
- glTF/GLB (Three.js / Godot / UE5 Interchange):
-
Post-export optimization (web/mobile delivery) — hand off, don't hand-roll. Compression of the exported GLB is forge-optimize's domain. It selects Meshopt for animated/morph assets (never Draco — Draco cannot carry animation or morph buffers), sanity-checks the input→output size delta, and gates on spec validation — none of which the raw 3-line chain below does. For any web/mobile delivery:
Skill("forge-optimize") # pass the exported GLB path; it runs optimize.ps1 (Meshopt + validate)Run = call the Skill tool with exact name
forge-optimize. Writing it in prose runs nothing.Fallback ONLY if forge-optimize is unavailable — first confirm the CLI exists, else skip and hand off the unoptimized GLB with a note:
if (Get-Command gltf-transform -ErrorAction SilentlyContinue) { gltf-transform resample input.glb step1.glb --tolerance 1e-4 gltf-transform dedup step1.glb step2.glb gltf-transform meshopt step2.glb final.glb --level medium # Meshopt, NEVER Draco, for animated GLBs } else { Write-Host "gltf-transform absent — skipping optimization; handing off the unoptimized GLB." }Full fallback pipeline:
references/skeletal-morph-export.md §3.5. -
Validate:
- Run
gltf_validator.exeon the GLB (seereferences/skeletal-morph-export.md §6.1). - Run programmatic animation inspection if morph channels are present (§6.2).
- Invoke forge-validate (Run = call the Skill tool with exact name
forge-validate).
- Run
-
Render-verify — render a deterministic mid-animation frame to PNG and read it back. Headless on Windows means Cycles (EEVEE Next is unsupported headless); pin the frame and sample count so the verify image is reproducible across runs:
& $blender -b "C:/project/scene.blend" ` -E CYCLES ` # Cycles — EEVEE Next has no headless GPU context on Win -o "C:/out/verify/frame_" -F PNG -f 15 # fixed frame 15; set cycles.samples (e.g. 64) in the .blend/scriptGuard before Read — a missing or <1 KB PNG is an error image, not a frame; do not Read it, fix the export and re-run from step 4:
$png = "C:/out/verify/frame_0015.png" if (-not (Test-Path $png) -or (Get-Item $png).Length -lt 1024) { Write-Host "verify render missing or <1KB — render failed; fix and re-run from step 4."; exit 1 }Then
Readthe PNG to confirm: correct pose (not T-pose), no mesh explosion, morph expression visible. If wrong, amend the bpy script and re-run from step 4. Full render-verify pattern:references/skeletal-morph-export.md §6.3.
Key reference files
| File | What it covers |
|---|---|
references/keyframes-fcurves.md | keyframe_insert, bulk F-curve construction (4.4+/5.0+), easing/handle types, Cycles/Noise/Generator FModifiers, NLA multi-clip, bake operators + BakeOptions API, validation script |
references/skeletal-morph-export.md | glTF spec internals, Blender→glTF/FBX/USD export scripts (copy-paste ready), per-engine gotcha table, gltf-transform pipeline, gltf_validator usage, Three.js AnimationMixer consumption, USD SkelAnimation validation |
Read only the file relevant to the current step — both are ≤400 lines with a ToC.
Operating principles
-
Bake before export, always. IK chains, constraints, and drivers are invisible to FBX/glTF exporters. Uncollapsed constraints produce snapping or T-pose on the first exported frame.
do_visual_keying=Trueis non-negotiable;do_constraint_clear=Trueprevents double-evaluation. -
Guard for Blender version. The 4.4 slotted-Action API and 5.0 removal of
action.fcurvesare silent failures without guards. Every script must checkbpy.app.versionbefore accessing channelbags or the legacy path. If the version cannot be determined, default to the 4.4+ API. -
fcu.update()is mandatory after bulk keyframe writes. Skipping it leaves handles unsorted and Bezier tangents incorrect — the curve will render differently from what was authored. -
Scripts only — no inline bpy. SKILL.md code blocks are illustration only; a model reading SKILL.md may pre-evaluate
$(...). All real animation logic lives in.pyfiles run viablender -b -P script.py -- <args>. Run = call the Skill tool; writing "invoke forge-export" in prose invokes nothing. -
Validate and verify before handing off. Every animation export exits through
forge-validate(Skill tool call). Web-bound GLBs additionally go throughforge-optimizethenatelier-webgl. The render-verify PNG read is the suite's eyes — never skip it for skeletal or morph work. -
Compression belongs to forge-optimize, not here. This skill exports;
forge-optimizecompresses. Hand the exported GLB toSkill("forge-optimize")— it picks Meshopt (never Draco, which cannot carry animation or morph buffers), checks the size delta, and validates. Only hand-rungltf-transformas a guarded fallback when forge-optimize is unavailable.
Gives 0 of the 12 instructions most css styling skills give
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
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Said here and by no other author read
- read project memory file first
- verify blender is installed and available
- guard scripts for blender version changes
- place animation logic in external python files
- use absolute forward-slash paths inside blender
- use python exit code one in production runs
Grouped from the skills themselves: near-identical wordings counted once, and counted by distinct author, so one author publishing three of these counts once.