blender-motion-state-inspection
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.
- Kind
- Skill
- Works with
- Claude Code, Codex
- Source
- affaan-m/ECC @ d3b8a3e90890
- Path
- skills/blender-motion-state-inspection/SKILL.md
- License
- MIT
InstallCopy it from the source repository, or sign in and let the assistant adapt it for your project.
# 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 1. Establish the clean scene and asset baseline before judging motion. 2. Extract structured facts from Blender using an exporter or Blender Python run inside Blender's own interpreter. 3. Sample the frames most likely to expose contact, orientation, scale, and retargeting errors. …