
Blender Motion State Inspection
When screenshots of your Blender animation look wrong but you can't tell if it's a mirrored import, foot sliding, backwards facing direction, or retargeting gone sideways, this extracts the actual numbers. It walks you through sampling key frames, checking bone positions and orientations, measuring ground contact per frame, and separating character meshes from proxy geometry before you blame the motion data. The workflow is methodical: inventory the scene, map the skeleton, determine which way forward actually is by comparing head and feet together, then report facts like "left_foot min_z = -0.04 at frame 96" before deciding what needs fixing. Honest take: this is the discipline you skip when you're in a hurry, then regret an hour later.
- skills.sh installs
- 1.3K
- GitHub stars
- 229.1K
- last updated
- Jul 14, 2026
Install
$ npx -y skills add affaan-m/everything-claude-code --skill blender-motion-state-inspection --agent claude-codeInstalls 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/everything-claude-code
- Category
- Design & UI/UX
- First seen
- Jul 14, 2026
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