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Blender Motion State Inspection

When you import a character into Blender and the animation looks wrong but you can't tell if it's backwards, foot-sliding, mirrored, or just a bad camera angle, screenshots won't cut it. This skill walks you through extracting structured facts like bone names, world coordinates, root heading, and frame-by-frame foot positions before you make any fixes. It samples key frames, compares mesh bounds against a clean baseline, checks ground contact with actual Z values, and separates confirmed failures from visual hunches. The workflow is thorough enough to catch axis convention mismatches and retargeting errors that look fine in one viewport angle but break during playback. Honestly most useful when you're debugging someone else's rig or motion retarget and need to prove what's actually broken.

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5
skills.sh installs
6.1K
GitHub stars
300.3K
last updated
Aug 21, 2026

Install

$ npx -y skills add affaan-m/ecc --skill blender-motion-state-inspection --agent claude-code

Installs into .claude/skills of the current project.

Files

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

Sponsors

Details

Repository
github.com/affaan-m/ecc
Category
Design & UI/UX
First seen
Jul 14, 2026

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