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Keyframe Coach

Community
Guilherme-M-Mateus
keyframe-coach

Animate game characters and props in Blender using the 12 principles of animation adapted for games (responsiveness, loops, blending, root motion, export). Use when the user wants to animate, block, polish, review or export a character/creature/weapon animation in Blender for a game engine (Unity, Unreal, Godot, Roblox), or asks why an animation looks stiff, floaty, slidey or pops in-engine.

Overview

PublisherGuilherme-M-Mateus
Repositorykeyframe-coach
Skill namekeyframe-coach
Stars
4
Forks
0
Bundled files
4
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 4 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by Guilherme-M-Mateus on GitHub. Read the source before you install it.

Installation

Install the Keyframe Coach AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/Guilherme-M-Mateus/keyframe-coach/tree/main/skills/keyframe-coach
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/Guilherme-M-Mateus/keyframe-coach.git /tmp/keyframe-coach
mkdir -p .claude/skills
cp -r /tmp/keyframe-coach/skills/keyframe-coach .claude/skills/keyframe-coach
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Keyframe Coach in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Keyframe Coach on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Keyframe Coach is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Keyframe Coach

SKILL_DIR = the directory containing this file.

Connector: MCP for Blender (official)

All Blender work goes through the official MCP for Blender server (tools mcp__blender__*). If they are deferred, load them in one ToolSearch call: select:mcp__blender__get_addon_status,mcp__blender__get_scene_info,mcp__blender__execute_blender_code,mcp__blender__look.

  • Start with get_addon_status. "Could not connect" means Blender is not running or the add-on's server is off. Don't launch or repair it yourself: work headless (below). If the user wants to watch in a live Blender, tell them to enable Interface: MCP for Blender in Preferences → Add-ons and click Start MCP Server.
  • If it reports up_to_date: false but connects, carry on and mention uvx mcp-for-blender install-addon to the user.
  • get_scene_info: scene facts as text. Use fields: ["animation", "details"] for actions and bones, fields: ["settings"] for frame range and fps, root/query to find the armature.
  • execute_blender_code: runs bpy in the live Blender. Print what you need; work in small steps.
  • look: the only way to see the result (see Workflow step 7).
  • Do not use the old third-party blender-mcp (ahujasid) tools such as get_viewport_screenshot or get_object_info.

Headless and keeping runs cheap

Every turn re-reads the whole conversation, so the number of turns and of images drives the cost.

  • Without the connector, keep the whole animation in one script file and make each pass a single command: rebuild, audit and, when needed, render: blender -b -P anim.py -- out.blend && blender -b out.blend --python-expr "exec(open('<SKILL_DIR>/scripts/audit.py').read()); audit(...)".
  • Change that script with the Edit tool, not sed: line edits in Python break indentation and cost a turn each time.
  • Each image stays in context for the rest of the session. Look only once the audit is clean, and tile the key frames into one contact sheet per view (≤1024 px wide) instead of separate images: ffmpeg -pattern_type glob -i 'f_*.png' -vf "scale=256:-1,tile=4x2" -frames:v 1 sheet.png. Look again only after a visible change.
  • Don't read audit.py: each line it prints says what it measured and by how much.

Step 0: two mandatory questions (always, before any animation work)

Ask both with the AskUserQuestion tool in one call. Skip a question only if the user already answered it in this conversation. Do not guess or assume defaults.

  1. Export target: Unity, Unreal, Godot, Roblox (Other → ask which).
  2. Style: Realistic, Stylized/cartoony, Blocky/rigid-part (Roblox-like, low-poly), Anime/snappy.

Then read references/engines.md (the target's section only) and the matching style row in references/principles.md. For Roblox R6 rigs, also load the roblox-blender-setup skill and follow it for the rig and export steps. For a creature with more than two legs, also read references/legs.md.

Ask these too when they matter and are not obvious from the request: is the clip a loop (walk, run, idle) or a one-shot (attack, jump)? In-place or root motion? Is it player-triggered (needs fast startup) or AI/cinematic? For more than two legs: which gait (walk, trot, gallop; creep or scuttle for insects and spiders)?

Workflow

  1. Inspect: mcp__blender__get_addon_status, then mcp__blender__get_scene_info (with fields: ["animation", "details", "settings"]), then find the armature, its actions, the frame range and fps. Headless: print all of that, plus each leg's lowest bone, from one script.
  2. Plan timing: write down the key poses and the frame number of each before keying. For attacks, list startup, active and recovery frames. Use references/principles.md for frame counts.
  3. Block (pose-to-pose): key only the main poses, all on the same frames, with stepped/constant interpolation so the timing reads.
  4. Breakdowns: add in-betweens that put the limbs on arcs. Check with Motion Paths.
  5. Spline and polish: switch to Bezier, then offset the overlapping parts (head, arms, tail, cloth) by 1–3 frames, add overshoot and settle, and fix the easing.
  6. Audit: run scripts/audit.py (below) and fix what it reports.
  7. Look: mcp__blender__look with mode: "frames" and frames: [...] on the key frames, once with view: [1, 0, 0.1] (side) and once with view: "camera" (gameplay angle). Use shading: "xray" to see bones and max_size: 512 for quick checks. Headless: one contact sheet per view (above).
  8. Export using the target's settings in references/engines.md.

Blender 5.x: action.fcurves is gone. Read curves through bpy_extras.anim_utils.action_get_channelbag_for_slot(action, obj.animation_data.action_slot).

Audit

scripts/audit.py reads the animation data and reports concrete problems: loop seams that don't match, foot sliding, feet clipping through the floor, leftover linear keys, scale keys the engine will drop, every bone keyed on the same frames (no overlap), and left/right twinning. It changes nothing. Run it with mcp__blender__execute_blender_code, or headless as above (never skip it):

python
exec(open("<SKILL_DIR>/scripts/audit.py").read())
audit("Armature", engine="unity", loop=True, feet=["foot.L", "foot.R"])

Pass feet as the lowest bone of every leg, all of them (front paws are often named hand or wrist); the foot checks are skipped without it. Treat its output as hints, not verdicts: a linear key on a mechanical motion or a held pose on purpose is fine. Tell the user what it found and what you will change before changing it.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Keyframe Coach AI skill do?

Animate game characters and props in Blender using the 12 principles of animation adapted for games (responsiveness, loops, blending, root motion, export). Use when the user wants to animate, block, polish, review or export a character/creature/weapon animation in Blender for a game engine (Unity, Unreal, Godot, Roblox), or asks why an animation looks stiff, floaty, slidey or pops in-engine.

Why use Keyframe Coach on TypingMind?

Because you install it once and use it with any model. Keyframe Coach is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Keyframe Coach in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Guilherme-M-Mateus/keyframe-coach/tree/main/skills/keyframe-coach. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Keyframe Coach?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Keyframe Coach?

As many as you like. As long as a model supports skills, you can use Keyframe Coach with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Keyframe Coach AI skill free?

Yes. It is published on GitHub by Guilherme-M-Mateus under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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