
Blender Motion State Inspection
Inspect Blender rigs, poses, and retargeted motion with structured bone and contact data when renders alone cannot explain twists, sliding feet, or broken imports.
Overview
Blender Motion State Inspection is an agent skill for the Build phase that extracts structured rig, pose, and contact facts from Blender before using screenshots to validate character motion and retargeting.
Install
npx skills add https://github.com/affaan-m/everything-claude-code --skill blender-motion-state-inspectionWhat is this skill?
- Core rule: extract structured Blender state before trusting screenshots alone
- Covers twisted rigs, mirroring, foot sliding, ground contact, and model-vs-motion alignment
- Four-step flow: baseline scene → structured export → critical frames → compare facts to user intent
- Classifies assets as character, prop, proxy mesh, control rig, or broken import
- Runs exporters/Blender Python inside Blender’s interpreter for bones, bounds, contacts, facing vectors
- Four-step inspection workflow: baseline → structured extract → critical frames → compare to intent
Adoption & trust: 706 installs on skills.sh; 210k GitHub stars; 3/3 security scanners passed (skills.sh audits).
What problem does it solve?
Your Blender character looks wrong in motion but screenshots hide bone hierarchy, scale, facing, and ground contact, so you cannot tell if the rig or retarget is broken.
Who is it for?
Indie game or 3D content builders debugging imported avatars, IK/FK retargets, or foot sliding after mocap or marketplace assets.
Skip if: Pure 2D UI work, pipeline tasks with no Blender install, or aesthetic-only critiques that do not need rig facts.
When should I use this skill?
Use when inspecting Blender characters, rigs, poses, animation retargeting, ground contact, facing direction, or model-vs-motion alignment where screenshots alone are not enough.
What do I get? / Deliverables
You get measured bone, bbox, contact, and facing data on key frames plus viewport evidence, so you can classify the asset and fix alignment or retarget issues deliberately.
- Structured rig/pose/contact/facing measurements for sampled frames
- Viewport screenshots or renders tied to interpreted facts and asset classification
Recommended Skills
Journey fit
Character and animation validation happens while assembling playable or presentable 3D assets, before you ship or market the experience. Motion alignment, facing vectors, and viewport evidence are visual asset QA—canonical shelf is Build → frontend (3D presentation layer).
How it compares
Structured Blender diagnostics skill—not a general render farm or DCC-agnostic animation library.
Common Questions / FAQ
Who is blender-motion-state-inspection for?
Solo builders and technical artists using Blender who need agent-assisted rig and motion debugging beyond static screenshots.
When should I use blender-motion-state-inspection?
During Build when characters look twisted or foot-sliding, when verifying retargeted motion against a reference pose, or when deciding if an import is a valid character rig versus a broken proxy.
Is blender-motion-state-inspection safe to install?
It instructs file edits and Bash-driven Blender Python execution on your machine; review the Security Audits panel on this page and only run scripts against projects you trust.
SKILL.md
READMESKILL.md - Blender Motion State Inspection
# 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. 4. Compare the measured facts against the user's expected pose, direction, ground plane, and render goal. 5. Return a concise report that separates confirmed facts, likely causes, and required fixes. ## Inspection Workflow 1. 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. 2. 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. 3. 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. 4. 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. 5. 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. 6. 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. 7. Report facts before opinions. - Include frame numbers, object names, bone names, world coordinates, and thresholds. - Separate confirmed failures from visual suspicions. - Attach screenshots only af