blender-animation

Animate 3D objects and characters in Blender with Python. Use when the user wants to keyframe properties, create armatures and rigs, set up IK/FK chains, animate shape keys for facial animation, edit F-Curves, use the NLA editor to blend actions, add drivers for expression-based animation, or script any animation workflow in Blender.

26 stars

Best use case

blender-animation is best used when you need a repeatable AI agent workflow instead of a one-off prompt.

Animate 3D objects and characters in Blender with Python. Use when the user wants to keyframe properties, create armatures and rigs, set up IK/FK chains, animate shape keys for facial animation, edit F-Curves, use the NLA editor to blend actions, add drivers for expression-based animation, or script any animation workflow in Blender.

Teams using blender-animation should expect a more consistent output, faster repeated execution, less prompt rewriting.

When to use this skill

  • You want a reusable workflow that can be run more than once with consistent structure.

When not to use this skill

  • You only need a quick one-off answer and do not need a reusable workflow.
  • You cannot install or maintain the underlying files, dependencies, or repository context.

Installation

Claude Code / Cursor / Codex

$curl -o ~/.claude/skills/blender-animation/SKILL.md --create-dirs "https://raw.githubusercontent.com/TerminalSkills/skills/main/skills/blender-animation/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/blender-animation/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How blender-animation Compares

Feature / Agentblender-animationStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/A

Frequently Asked Questions

What does this skill do?

Animate 3D objects and characters in Blender with Python. Use when the user wants to keyframe properties, create armatures and rigs, set up IK/FK chains, animate shape keys for facial animation, edit F-Curves, use the NLA editor to blend actions, add drivers for expression-based animation, or script any animation workflow in Blender.

Where can I find the source code?

You can find the source code on GitHub using the link provided at the top of the page.

SKILL.md Source

# Blender Animation

## Overview

Create and control animations in Blender using Python. Keyframe object and bone transforms, build armatures with IK/FK rigs, animate shape keys for facial motion, edit F-Curves for timing control, layer actions in the NLA editor, and wire up drivers for expression-based automation — all scriptable from the terminal.

## Instructions

### 1. Keyframe object properties

```python
import bpy

obj = bpy.data.objects["Cube"]
# Keyframe location at multiple frames
for loc, frame in [((0,0,0), 1), ((5,0,3), 30), ((5,4,0), 60)]:
    obj.location = loc
    obj.keyframe_insert(data_path="location", frame=frame)

# Also works for rotation_euler, scale, single-axis (index=2 for Z), custom props
obj.rotation_euler = (0, 0, 3.14159)
obj.keyframe_insert(data_path="rotation_euler", frame=60)
obj.scale = (2, 2, 2)
obj.keyframe_insert(data_path="scale", frame=60)
obj["intensity"] = 1.0  # custom property
obj.keyframe_insert(data_path='["intensity"]', frame=30)
bpy.context.scene.frame_start, bpy.context.scene.frame_end = 1, 60
```

### 2. Control F-Curve interpolation and modifiers

```python
import bpy

action = bpy.data.objects["Cube"].animation_data.action
for fcurve in action.fcurves:
    for kp in fcurve.keyframe_points:
        kp.interpolation = 'BEZIER'  # CONSTANT, LINEAR, BEZIER, SINE, EXPO, BOUNCE, ELASTIC
        kp.easing = 'EASE_IN_OUT'   # AUTO, EASE_IN, EASE_OUT, EASE_IN_OUT
    # Cycles modifier to loop the animation
    mod = fcurve.modifiers.new(type='CYCLES')
    mod.mode_before = 'REPEAT'       # NONE, REPEAT, REPEAT_OFFSET, MIRROR
    mod.mode_after = 'REPEAT'

# Add noise to a specific channel
z_curve = action.fcurves.find("location", index=2)  # Z location
if z_curve:
    noise = z_curve.modifiers.new(type='NOISE')
    noise.strength, noise.scale = 0.3, 5.0
```

### 3. Create armatures and bones

```python
import bpy

arm_data = bpy.data.armatures.new("Rig")
arm_obj = bpy.data.objects.new("Rig", arm_data)
bpy.context.collection.objects.link(arm_obj)
bpy.context.view_layer.objects.active = arm_obj
bpy.ops.object.mode_set(mode='EDIT')
# (name, head, tail, parent_name, connected)
bone_defs = [
    ("Spine",      (0,0,1.0),   (0,0,1.4),   None,       False),
    ("Chest",      (0,0,1.4),   (0,0,1.8),   "Spine",    False),
    ("UpperArm.L", (0.2,0,1.7), (0.5,0,1.4), "Chest",    False),
    ("Forearm.L",  (0.5,0,1.4), (0.8,0,1.1), "UpperArm.L", True),
    ("Thigh.L",    (0.1,0,1.0), (0.1,0,0.5), "Spine",    False),
    ("Shin.L",     (0.1,0,0.5), (0.1,0,0.05),"Thigh.L",  True),
]
for name, head, tail, parent, connected in bone_defs:
    b = arm_data.edit_bones.new(name)
    b.head, b.tail = head, tail
    if parent:
        b.parent = arm_data.edit_bones[parent]
        b.use_connect = connected

bpy.ops.object.mode_set(mode='OBJECT')
```

### 4. Set up constraints on bones

```python
import bpy

arm_obj = bpy.data.objects["Rig"]
bpy.context.view_layer.objects.active = arm_obj
bpy.ops.object.mode_set(mode='POSE')
# IK — use an empty as target, chain_count limits affected bones
ik = arm_obj.pose.bones["Forearm.L"].constraints.new('IK')
ik.target = bpy.data.objects["IK_Target"]
ik.pole_target = bpy.data.objects["IK_Pole"]
ik.chain_count = 2

# Copy Rotation — mirrors another object's rotation
cr = arm_obj.pose.bones["Chest"].constraints.new('COPY_ROTATION')
cr.target = bpy.data.objects["ChestCtrl"]
# Other types: LIMIT_ROTATION, DAMPED_TRACK, STRETCH_TO, COPY_LOCATION, TRACK_TO

bpy.ops.object.mode_set(mode='OBJECT')
```

### 5. Keyframe bone poses

```python
import bpy, math

arm_obj = bpy.data.objects["Rig"]
bpy.context.view_layer.objects.active = arm_obj
bpy.ops.object.mode_set(mode='POSE')
if not arm_obj.animation_data:
    arm_obj.animation_data_create()
action = bpy.data.actions.new("WalkCycle")
arm_obj.animation_data.action = action

# Keyframe thigh swing: back → neutral → forward
thigh = arm_obj.pose.bones["Thigh.L"]
for angle, frame in [(-30, 1), (0, 13), (30, 25)]:
    thigh.rotation_euler = (math.radians(angle), 0, 0)
    thigh.keyframe_insert(data_path="rotation_euler", frame=frame)

bpy.ops.object.mode_set(mode='OBJECT')
```

### 6. Create and animate shape keys

```python
import bpy

obj = bpy.data.objects["Head"]
mesh = obj.data
if not mesh.shape_keys:  # Basis key required first
    obj.shape_key_add(name="Basis", from_mix=False)

smile = obj.shape_key_add(name="Smile", from_mix=False)
for i, vert in enumerate(smile.data):
    if i in [42, 43, 56, 57]:  # mouth corner vertices
        vert.co.z += 0.02

# Animate shape key value (0.0 → 1.0 → 0.0)
sk = mesh.shape_keys.key_blocks["Smile"]
for val, frame in [(0.0, 1), (1.0, 15), (0.0, 30)]:
    sk.value = val
    sk.keyframe_insert(data_path="value", frame=frame)
```

### 7. Layer actions with the NLA editor

```python
import bpy

arm_obj = bpy.data.objects["Rig"]
if not arm_obj.animation_data:
    arm_obj.animation_data_create()
# Push actions as NLA strips on separate tracks
track1 = arm_obj.animation_data.nla_tracks.new()
track1.name = "Walk"
strip1 = track1.strips.new("Walk", start=1, action=bpy.data.actions["WalkCycle"])
strip1.repeat = 4                    # loop 4 times
strip1.blend_type = 'REPLACE'        # REPLACE, COMBINE, ADD, SUBTRACT, MULTIPLY

track2 = arm_obj.animation_data.nla_tracks.new()
track2.name = "Wave"
strip2 = track2.strips.new("Wave", start=25, action=bpy.data.actions["WaveHand"])
strip2.blend_type = 'COMBINE'        # blend on top of walk
strip2.influence = 0.8               # partial blend

arm_obj.animation_data.action = None  # clear active action so NLA takes over
```

### 8. Add drivers for expression-based animation

```python
import bpy

driver = bpy.data.objects["Cube"].driver_add("location", 2).driver  # drive Z location
driver.type = 'SCRIPTED'
driver.expression = "sin(frame * 0.1) * 2"
# Add a variable that reads another object's transform
var = driver.variables.new()
var.name = "ctrl"
var.type = 'TRANSFORMS'
var.targets[0].id = bpy.data.objects["Controller"]
var.targets[0].transform_type = 'LOC_X'
var.targets[0].transform_space = 'WORLD_SPACE'
driver.expression = "ctrl * 3"  # also works on shape keys via sk.driver_add("value")
```

## Examples

### Example 1: Bouncing ball with squash and stretch

**User request:** "Animate a ball bouncing with squash and stretch"

```python
import bpy

bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
bpy.ops.mesh.primitive_uv_sphere_add(radius=0.5, location=(0, 0, 3))
ball = bpy.context.active_object
ball.name = "BouncingBall"

keyframes = [  # (frame, z_pos, scale_x, scale_y, scale_z)
    (1,  3.0, 1.0, 1.0, 1.0),    (12, 0.5, 1.0, 1.0, 1.0),     # fall
    (15, 0.3, 1.3, 1.3, 0.6),    (18, 0.5, 0.85, 0.85, 1.2),   # squash + stretch
    (30, 2.2, 1.0, 1.0, 1.0),    (42, 0.5, 1.0, 1.0, 1.0),     # apex + second fall
    (45, 0.3, 1.2, 1.2, 0.7),    (55, 1.5, 1.0, 1.0, 1.0),     # smaller bounce
    (62, 0.5, 1.0, 1.0, 1.0),                                    # settle
]
for frame, z, sx, sy, sz in keyframes:
    ball.location = (0, 0, z)
    ball.keyframe_insert(data_path="location", frame=frame)
    ball.scale = (sx, sy, sz)
    ball.keyframe_insert(data_path="scale", frame=frame)

for fc in ball.animation_data.action.fcurves:
    for kp in fc.keyframe_points:
        kp.interpolation = 'BEZIER'

bpy.context.scene.frame_end = 62
bpy.ops.wm.save_as_mainfile(filepath="/tmp/bouncing_ball.blend")
```

### Example 2: Arm rig with IK reaching for an object

**User request:** "Create a simple arm rig with IK and animate it reaching for a cube"

```python
import bpy

bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()

arm_data = bpy.data.armatures.new("ArmRig")
arm_obj = bpy.data.objects.new("ArmRig", arm_data)
bpy.context.collection.objects.link(arm_obj)
bpy.context.view_layer.objects.active = arm_obj
bpy.ops.object.mode_set(mode='EDIT')
prev = None
for name, head, tail in [("UpperArm",(0,0,1.5),(0.6,0,1.5)),
                          ("Forearm",(0.6,0,1.5),(1.2,0,1.5)),
                          ("Hand",(1.2,0,1.5),(1.4,0,1.5))]:
    b = arm_data.edit_bones.new(name)
    b.head, b.tail = head, tail
    if prev: b.parent, b.use_connect = prev, True
    prev = b
bpy.ops.object.mode_set(mode='OBJECT')

# IK target + constraint
bpy.ops.object.empty_add(type='PLAIN_AXES', location=(1.2, 0, 1.5))
ik_target = bpy.context.active_object
ik_target.name = "IK_Hand"
bpy.context.view_layer.objects.active = arm_obj
bpy.ops.object.mode_set(mode='POSE')
ik = arm_obj.pose.bones["Hand"].constraints.new('IK')
ik.target, ik.chain_count = ik_target, 3
bpy.ops.object.mode_set(mode='OBJECT')

# Animate IK target reaching toward a cube
bpy.ops.mesh.primitive_cube_add(size=0.3, location=(1.5, 0.5, 1.0))
for loc, frame in [((1.2,0,1.5),1), ((1.5,0.5,1.0),30), ((1.5,0.5,1.3),50)]:
    ik_target.location = loc
    ik_target.keyframe_insert(data_path="location", frame=frame)
for fc in ik_target.animation_data.action.fcurves:
    for kp in fc.keyframe_points:
        kp.interpolation, kp.easing = 'BEZIER', 'EASE_IN_OUT'
bpy.context.scene.frame_end = 50
bpy.ops.wm.save_as_mainfile(filepath="/tmp/arm_grab.blend")
```

## Guidelines

- `data_path` must match the RNA path exactly: `"location"`, `"rotation_euler"`, `"scale"`, `'["custom_prop"]'`.
- Armature workflow: Edit mode for bones (`edit_bones`), Pose mode for constraints and keyframes (`pose.bones`).
- For IK, use Empty objects as targets. `chain_count=0` solves the entire chain to root.
- Shape keys need a "Basis" key first. Animate via `key_blocks["Name"].value` (0.0 to 1.0).
- Interpolation: `CONSTANT` for hold/step, `LINEAR` for mechanical, `BEZIER` with easing for organic motion.
- Set `animation_data.action = None` to let NLA strips drive — an active action overrides NLA.
- For walk cycles, keyframe one stride and use a Cycles F-Curve modifier or NLA repeat to loop.
- Bake constraints/drivers with `bpy.ops.nla.bake()` before export — other software cannot read them.

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