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Blender Game Animation

Community
witnesstodark
blender-game-animation

Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export.

Overview

Publisherwitnesstodark
Repositorymr-mak-workspace
Skill nameblender-game-animation
Stars
545
Forks
183
Bundled files
1
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.

  • 1 bundled files

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

  • Open source

    Published by witnesstodark on GitHub. Read the source before you install it.

Installation

Install the Blender Game Animation 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/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/blender-game-animation
  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/witnesstodark/mr-mak-workspace.git /tmp/mr-mak-workspace
mkdir -p .claude/skills
cp -r /tmp/mr-mak-workspace/.agents/skills/blender-game-animation .claude/skills/blender-game-animation
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Blender Game Animation 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 Blender Game Animation 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 Blender Game Animation 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.

Blender game animation

Build an editable animation project from the supplied mesh and references. Inspect existing work before changing it. Establish anatomy, skeleton needs, forward axis, units, frame rate, clips, loop/root-motion behavior and gameplay events from the task. Do not regenerate a supplied model as an incidental step. When continuing another artist's file, inventory the rigs, Actions, slots, constraints, reference media and export settings before editing. Keep a source copy and distinguish approved clips from experiments.

Rig and skin

Place joints from anatomy and give them stable rolls and bend directions. Keep global placement separate from local body motion. Use editable contact controls where they help. Automatic weights are a starting point: inspect disconnected islands, opposite-side influence, shoulders/hips and rigid items. Normalize after pruning and respect the destination engine's influence limit. Test joint extremes before authoring the whole action library. An IK collapse can be a target/reach problem rather than a weight problem.

Motion and revisions

Block support changes, contact, impact and recovery before secondary motion. Assess floor contact using deformed sole geometry. Compare the same event in the source video and Blender, and inspect angles absent from the reference. Single-camera depth reconstruction is inferred motion, not measured mocap.

Preserve approved actions while creating revisions. When a frame looks broken, check nearby frames, interpolation, constraints and playback range before adding more animation. Stabilize foot support, then add body compression, head response, follow-through and tail motion where appropriate. Check loops through their seam. Readability from the game camera and responsive recovery matter more than a long decorative anticipation. Preserve approved gameplay event times.

Timing and ordinary playback

Use duration = (last_frame - first_frame) / fps. Store duration and contact times in seconds as well as frames. Changing fps alone changes speed; resample in time when converting a clip. Keep a source action when making a compact game variant. Each action needs explicit range and fps metadata. Check scene range, preview range and NLA settings separately. Test action switching and ordinary Play after saving and reopening; review scenes do not replace this check. Bind the intended Action and its compatible slot explicitly. If several rigs share a scene, playback range ownership must include the rig, Action, slot and clip metadata, not just an Action name. Returning from an effect rig to a character must restore the character's range. Suspend automatic range changes while the user is posing. Save a readable textured viewport and verify it after reopening; a render alone does not establish a usable authoring file.

Bake and hand off

Bake evaluated motion onto a separate runtime skeleton, preserving the control rig. Export intended mesh, runtime bones and clips; exclude helper bones, unrelated scenes and muted library actions. Record textures, clip names, durations, loop flags, root motion and events in the manifest.

Reimport from a copied directory into a clean scene. Verify bone count, skin, textures, duration and sampled poses in a common coordinate system. Account for UV/normal seam duplicates when comparing geometry. A raw vertex-index comparison can be misleading after a valid export. Check permanent mesh edits across every affected action, not just a single pose. Read export and integration checks for separate model/clip files, bind-basis failures and turn-to-locomotion handoff.

Deliver editable source, runtime export, source references, review evidence and a short engine guide. Distinguish source approval, export verification and actual engine integration. A valid FBX does not wire a gameplay event or Animator.

Example: one supplied robot with Idle and Walk. Verify all foot contacts, loop seam, normal action playback and a clean reimport. Dependencies: Blender, the supplied mesh/references, and target-engine access for an integration check. This module is a production workflow, not a universal one-click rigging script.

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 Blender Game Animation AI skill do?

Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export.

Why use Blender Game Animation on TypingMind?

Because you install it once and use it with any model. Blender Game Animation 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 Blender Game Animation in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/witnesstodark/mr-mak-workspace/tree/main/.agents/skills/blender-game-animation. 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 Blender Game Animation?

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 Blender Game Animation?

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

Is the Blender Game Animation AI skill free?

Yes. It is published on GitHub by witnesstodark 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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