blender-motion-state-inspection
Диагностика поз и движения персонажа в Blender
Что получите
Краткий отчёт с фактами по кадрам, вероятными причинами, необходимыми исправлениями и оценкой готовности к рендеру.
Что передать
Сцена Blender, ожидаемая поза и направление движения, положение пола и проблемные кадры.
Проверен состав файлов. Запуск не тестировался. Что проверено
Оценки пользователей
Как использовать
Помогает авторам 3D-сцен разобраться, почему персонаж скручен, движется задом наперёд или скользит ногами. Сопоставляет данные сцены и скелета с изображениями, когда одних скриншотов недостаточно.
- Укажите персонажа и опишите ожидаемое движение; сначала зафиксируйте исходное состояние без анимации.
- Получите данные объектов, скелета и выбранных кадров, особенно приземлений, поворотов и контакта ног с полом.
- Сопоставьте измерения с рендерами и отделите подтверждённые ошибки от предположений.
Условия работы
- Нужен Blender: данные извлекаются экспортёром или через Python внутри Blender, а не обычным системным Python.
- Исходные модель, материалы, скелет и привязка к нему сохраняются, если пользователь явно не запросил ремонт.
- Один ракурс не подтверждает правильность позы; направление персонажа и контакт с полом проверяются по данным сцены.
Пример запроса после установки
В этой сцене Blender персонаж скользит ногами при ходьбе. Проверь контакт с полом по кадрам и выясни причину, сохранив исходную модель.
Пример составлен по инструкции автора; результат запуска не проверялся.
Основание: инструкция закреплённой версииДля установки
Node.js, npm и Git для команды выше. Подключения и инструменты для работы скилла настраиваются отдельно.
Совместимые агенты
Совместимость указана для инструкций. Запуск в каждом приложении не тестировался; для веб-чата способ подключения может отличаться.
Файлы скилла
GitHubЧитать инструкцию SKILL.md
Исходный текст закреплённой версии.
--- name: blender-motion-state-inspection description: 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. metadata: origin: ECC tools: Read, Write, Edit, Bash, Grep, Glob --- # 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 after the structured state explains what to look for. ## Recommended Report Shape ```markdown ## Blender Motion Inspection ### Scene Inventory - Character candidates: - Armatures: - Helper/proxy objects: - Cameras/lights: ### Orientation - World up: - Character forward: - Root heading: - Mirrored/backwards risk: ### Baseline Integrity - Clean mesh bounds: - Animated mesh bounds: - Materials/skin preserved: - Suspicious non-character meshes: ### Frame Findings | Frame | Finding | Evidence | | --- | --- | --- | | 1 | Clean baseline pose | hips/spine/feet aligned | | 96 | Foot penetrates floor | left_foot min_z = -0.04 | ### Verdict - Pass/fail: - Required fix: - Render readiness: ``` ## Examples ### Walk Cycle With Foot Sliding Scenario: a retargeted character appears to skate during a walk cycle, but the front camera angle makes the foot contact hard to judge. Apply the workflow: - Inventory the scene: character mesh `HeroBody`, armature `HeroRig`, ground plane `Floor`, no hidden proxy meshes. - Identify the skeleton: semantic feet are `foot.L` and `foot.R`; hips are `pelvis`; root bone is `root`. - Sample animation frames: inspect frames 1, 18, 24, 30, 42, and 48 around planted-foot moments. - Diagnose contact and motion issues: compare world-space foot locations during planted frames. Extracted facts: | Frame | Fact | Evidence | | --- | --- | --- | | 18 | Left foot is planted | `foot.L min_z = 0.004`, toe and heel both near floor | | 24 | Left foot slides while planted | `foot.L x = 0.21 -> 0.28` over six frames | | 30 | Pelvis keeps moving forward | `pelvis y = 1.14 -> 1.31` | Verdict: fail for render readiness. The motion needs foot-lock cleanup or retargeting constraint review; the body mesh does not need proportion changes. ### Backwards Imported Character Scenario: a character looks correct in a still frame, but the animation moves opposite the expected travel direction. Apply the workflow: - Determine forward, up, and side axes: compare head, chest, feet, and root motion. - Sample animation frames: inspect frame 1 and the midpoint of the travel path. - Report facts before opinions: include the root heading and model-facing direction separately. Extracted facts: | Frame | Fact | Evidence | | --- | --- | --- | | 1 | Character face points toward world `-Y` | head/chest vector from `neck` to `head` resolves to `-Y` | | 72 | Root motion travels toward world `+Y` | `root y = 0.0 -> 2.8` | | 72 | Feet remain visually forward-facing opposite travel | toe bones point `-Y` while displacement is `+Y` | Verdict: likely backwards import or retargeting forward-axis mismatch. Fix the import/retarget axis mapping before editing animation curves. ## Practical Thresholds - Assume Blender's default meter-scale units unless the scene unit scale says otherwise. - Treat ground penetration above 1-2 cm as visible unless the floor is soft or intentionally stylized. - Treat a sudden scale change above 5% as a likely rig, constraint, or transform inheritance problem. - Treat left/right ankle side-order flips during airborne inverted motion as leg crossover risk even if it recovers later. - Treat root heading jumps above 30 degrees per frame as suspicious unless the source motion includes a snap turn. ## Anti-Patterns - Do not modify body proportions to force pose matching unless the task is explicitly mesh repair. - Do not bake away the clean baseline before recording it. - Do not use one rendered camera angle as proof that a pose is correct. - Do not delete helper objects until you have recorded why they are not part of the character. - Do not assume an avatar faces +Y, -Y, +X, or -X without checking head, feet, torso, and root motion together. ## Tooling Notes If a Blender state exporter is available, prefer JSON that includes meshes, armatures, pose bones, materials, contacts, bounding boxes, and sampled animation frames. If no exporter exists, run a small Blender Python script through Blender itself, for example `blender --background scene.blend --python collect_motion_state.py`, because `bpy` is not available in a normal system Python interpreter.
Проверка и особенности
Автоматическая проверка источника и файлов
Автоматически сверены публичный репозиторий, лицензия, YAML-заголовок SKILL.md, состав папки и Git-хеш каждого файла. Исполняемые файлы и срабатывания статических правил исключены из этой партии. Ручной аудит всех инструкций и проверка работы не проводились; эта проверка не гарантирует безопасность. Команда закреплена на проверенном коммите.
Интерес к репозиторию оцениваем по звёздам и форкам GitHub. Это показатели всего репозитория, а не числа установок отдельного скилла.
- Проверка состава
- 16.09.2026
- Проверенная версия
8321021c54d6- Файлы с кодом
- Не указаны в данных проверки
- Изменения на GitHub
- Нужна повторная проверкаПоследняя проверка: 11.10.2026
Репозиторий и лицензия
Это показатели всего репозитория, а не установки скилла. Снимок требует обновления.
- Последняя активность GitHub
- 11.10.2026
- Лицензия
- MIT
- Добавлен в каталог
- 16.09.2026
Полный текст лицензии
MIT License Copyright (c) 2026 Affaan Mustafa Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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