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blender-animation — Claude Code skill: animate in Blender

A skill that lets your coding agent keyframe, ease and morph objects in Blender through an MCP server.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add RobLe3/cc-blender-skill --skill blender-animation -a claude-code
Open on GitHub

What blender-animation does

The skill covers anything that changes over time: movement, rotation, scale, cameras, lights and material properties. It ships a decision tree plus Python recipes — keyframes on location, rotation_euler and scale, F-curve interpolation, shape keys for facial work and visemes, drivers built on Python expressions, NLA actions for layering and reuse.

Everything runs through a Blender MCP server. Before the first call the skill tells the agent to read the backend reference, then stick with the chosen backend for the whole task. Allowed tools are Read, Bash and a set of MCP functions: code execution, scene and object summaries, viewport renders, API doc search.

Two things are worth knowing up front. Blender 5.x reworked the Action API — the legacy action.fcurves is gone in favour of layered actions, so the recipes include a get_fcurves_compat helper that handles both. And rotating past 180° on Euler angles can flip the object; the skill suggests extra keyframes or quaternions instead.

What it helps with

  • keyframe an object moving across the scene
  • fade, pulse or oscillate a property
  • set up morph targets for a character face
  • build visemes for lip sync against an audio track
  • drive one property from another with an expression

Example prompts for the agent

  • animate the cube so it slides along X over 60 frames
  • spin the object a full 360 degrees over 240 frames
  • add a Smile shape key and animate it from frame 1 to 24

How to install blender-animation

1Skills CLI (Vercel)

npx skills add RobLe3/cc-blender-skill --skill blender-animation -a claude-code

2Manually: put the files in place

~/.claude/skills/blender-animation/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/blender-animation/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about blender-animation

How do I install blender-animation in Claude?

Run npx skills add RobLe3/cc-blender-skill --skill blender-animation -a claude-code. The skill file lands at ~/.claude/skills/blender-animation/SKILL.md.

What does blender-animation do?

It gives the agent recipes for animating objects, cameras, lights and properties in Blender: keyframes, interpolation, shape keys, drivers and NLA actions.

What does the skill need to run?

A Blender MCP server — the skill calls its tools to execute code and inspect the scene. It also asks the agent to read the backend reference before the first call and keep that backend for the rest of the task.

Source text

SKILL.md · MIT
---
name: blender-animation
description: Animate objects, cameras, lights, and properties in Blender — keyframes, F-curves, easing (Bezier, Linear, Sine, Bounce, Elastic), shape keys (morph targets / blendshapes / visemes), drivers (Python expressions on properties), NLA actions for reuse and layering. Use whenever the user asks to "animate this", "make it move / rotate / scale over time", "add keyframes", "loop / oscillate", "shape key / morph / blendshape", "visemes for lip sync", or any time-based property change. Make sure to use this skill even if the user does not say "animate" — also covers "spin it slowly", "make it wave", "fade in / out", "pulse", "facial expression".
allowed-tools: Read Bash mcp__blender__execute_blender_code mcp__blender__get_scene_info mcp__blender__get_object_info mcp__blender__get_objects_summary mcp__blender__get_object_detail_summary mcp__blender__render_viewport_to_path mcp__blender__search_api_docs mcp__blender_official__execute_blender_code mcp__blender_official__get_objects_summary mcp__blender_official__get_object_detail_summary mcp__blender_official__render_viewport_to_path mcp__blender_official__search_api_docs
---


## MCP backend

Use when: Any time-based animation, keyframe insertion, F-curve manipulation, shape-key editing, or driver setup in Blender.

Before the first Blender call, read [../text-to-blender/references/mcp-backends.md](../text-to-blender/references/mcp-backends.md). Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent-host guide.
# Blender Animation

Animate properties over time. Most animation is just keyframes — the trick is choosing the right interpolation and easing for the motion's character.

## Decision tree

```
What kind of motion?
├── Object movement (translate / rotate / scale)
│   → Keyframe `location` / `rotation_euler` / `scale`
│   → Recipe 1, 2
│
├── Mechanical / constant speed (gears, conveyor belts, scrolling)
│   → Linear interpolation
│   → Recipe 3
│
├── Natural / organic (most things)
│   → Bezier interpolation with auto handles
│   → Recipe 1
│
├── Cartoon / stylized (overshoot, bounce, anticipation)
│   → Bounce / Elastic / Back easing
│   → Recipe 4
│
├── Facial / morph / blendshape
│   → Shape Keys, animate `value` property
│   → Recipe 5
│
├── Mechanical relations (one property = function of another)
│   → Drivers (Python expression)
│   → Recipe 6
│
└── Reusable / layered animations
    → NLA actions
    → Recipe 7
```

## Recipes

### Recipe 1 — Animate object position (Bezier, natural)

```python
import bpy

obj = bpy.data.objects['GEO-target']

scene = bpy.context.scene
scene.frame_start = 1
scene.frame_end = 60
scene.render.fps = 24

# Keyframe 1: at frame 1, at origin
scene.frame_set(1)
obj.location = (0, 0, 0)
obj.keyframe_insert('location', frame=1)

# Keyframe 2: at frame 60, moved to (5, 0, 0)
scene.frame_set(60)
obj.location = (5, 0, 0)
obj.keyframe_insert('location', frame=60)

print(f"animated:{obj.name} 1->60")
```

Default interpolation = Bezier (smooth in/out). To make it linear, see Recipe 3.

### Recipe 2 — Animate rotation (a 360° spin)

```python
import bpy, math

obj = bpy.data.objects['GEO-target']
scene = bpy.context.scene

# Use rotation_euler with a single axis.
# WARNING: animating past 180° on Euler can flip; use multiple keyframes or quaternions for full rotations.

scene.frame_set(1)
obj.rotation_euler = (0, 0, 0)
obj.keyframe_insert('rotation_euler', frame=1)

scene.frame_set(120)
obj.rotation_euler = (0, 0, math.radians(180))   # half-turn
obj.keyframe_insert('rotation_euler', frame=120)

scene.frame_set(240)
obj.rotation_euler = (0, 0, math.radians(360))   # full turn
obj.keyframe_insert('rotation_euler', frame=240)

print(f"rotated:{obj.name} 360 over 240 frames")
```

For perfectly constant spin, set keyframes to Linear interpolation (Recipe 3).

### Recipe 3 — Set keyframes to Linear interpolation

⚠ **Blender 5.x changed the Action API.** Legacy `action.fcurves` was removed in favour of layered Actions: `action.layers[].strips[].channelbags[].fcurves`. Use this compat helper.

```python
import bpy

def get_fcurves_compat(action):
    """Return all fcurves on an Action — works on both legacy (≤4.x) and layered (5.x+) actions."""
    if hasattr(action, 'fcurves'):
        return list(action.fcurves)
    fcurves = []
    for layer in action.layers:
        for strip in layer.strips:
            if hasattr(strip, 'channelbags'):
                for cb in strip.channelbags:
                    fcurves.extend(cb.fcurves)
    return fcurves

obj = bpy.data.objects['GEO-target']
if obj.animation_data and obj.animation_data.action:
    for fc in get_fcurves_compat(obj.animation_data.action):
        for kp in fc.keyframe_points:
            kp.interpolation = 'LINEAR'
print(f"interp:linear {obj.name}")
```

Other options: `'BEZIER'` (default), `'CONSTANT'` (step), `'SINE'`, `'QUAD'`, `'CUBIC'`, `'QUART'`, `'QUINT'`, `'BOUNCE'`, `'ELASTIC'`, `'BACK'`.

### Recipe 4 — Bouncy / cartoon easing on a specific keyframe

```python
import bpy

# (Re-use get_fcurves_compat from Recipe 3.)
def get_fcurves_compat(action):
    if hasattr(action, 'fcurves'):
        return list(action.fcurves)
    fcurves = []
    for layer in action.layers:
        for strip in layer.strips:
            if hasattr(strip, 'channelbags'):
                for cb in strip.channelbags:
                    fcurves.extend(cb.fcurves)
    return fcurves

obj = bpy.data.objects['GEO-target']
target_fc = None
for fc in get_fcurves_compat(obj.animation_data.action):
    if fc.data_path == 'location' and fc.array_index == 2:   # Z axis
        target_fc = fc
        break

if target_fc and len(target_fc.keyframe_points) >= 2:
    last_kp = target_fc.keyframe_points[-1]
    last_kp.interpolation = 'BOUNCE'
    last_kp.easing = 'EASE_OUT'    # 'AUTO', 'EASE_IN', 'EASE_OUT', 'EASE_IN_OUT'
print('animated:bouncy_landing')
```

### Recipe 5 — Shape keys (morph / blendshape / viseme)

```python
import bpy

mesh_obj = bpy.data.objects['GEO-character_face']

# Add basis (the rest pose)
if mesh_obj.data.shape_keys is None:
    basis = mesh_obj.shape_key_add(name='Basis')

# Add a morph target
smile = mesh_obj.shape_key_add(name='Smile')
smile.value = 0.0
# ⚠ At this point, switch to Edit Mode interactively and modify the mesh while 'Smile' is selected.
#   Or set vertex coordinates programmatically (advanced).

# Animate
scene = bpy.context.scene
scene.frame_set(1)
smile.value = 0.0
smile.keyframe_insert('value', frame=1)

scene.frame_set(24)
smile.value = 1.0
smile.keyframe_insert('value', frame=24)

print('animated:shape_key_smile')
```

**For lip sync**: standard 15-viseme set (Oculus / ARKit) — name shape keys `viseme_aa`, `viseme_E`, `viseme_O`, etc. Animate each viseme's value across the audio timeline.

### Recipe 6 — Driver (one property as expression of another)

```python
import bpy

# Example: child object's X = parent's X × 2
target = bpy.data.objects['GEO-follower']
source = bpy.data.objects['GEO-leader']

fc = target.driver_add('location', 0)   # X axis
driver = fc.driver
driver.type = 'SCRIPTED'

# Add variable referencing source's X position
var = driver.variables.new()
var.name = 'src_x'
var.type = 'TRANSFORMS'
var.targets[0].id = source
var.targets[0].transform_type = 'LOC_X'
var.targets[0].transform_space = 'WORLD_SPACE'

driver.expression = 'src_x * 2'
print(f"driver:{target.name}.x = {source.name}.x * 2")
```

### Recipe 7 — Push current animation to NLA strip (for reuse)

```python
import bpy

obj = bpy.data.objects['GEO-character']

if obj.animation_data and obj.animation_data.action:
    track = obj.animation_data.nla_tracks.new()
    track.name = 'NLA-Walk'
    strip = track.strips.new('Walk', start=1, action=obj.animation_data.action)
    obj.animation_data.action = None    # clear timeline; NLA owns the animation
    print(f"nla:pushed_walk_strip")
```

After this, the animation is reusable — duplicate the strip, scale time, blend with other tracks.

### Recipe 8 — Subtle idle animation (loopable rotation)

```python
import bpy, math

obj = bpy.data.objects['GEO-target']

# Tiny sway around Y, 4-second loop
scene = bpy.context.scene
scene.frame_start = 1
scene.frame_end = 96    # 4s at 24fps

scene.frame_set(1)
obj.rotation_euler = (0, math.radians(-2), 0)
obj.keyframe_insert('rotation_euler', frame=1)

scene.frame_set(48)
obj.rotation_euler = (0, math.radians(2), 0)
obj.keyframe_insert('rotation_euler', frame=48)

scene.frame_set(96)
obj.rotation_euler = (0, math.radians(-2), 0)
obj.keyframe_insert('rotation_euler', frame=96)

# Set extrapolation mode to cycle (loop)
def get_fcurves_compat(action):
    if hasattr(action, 'fcurves'):
        return list(action.fcurves)
    fcurves = []
    for layer in action.layers:
        for strip in layer.strips:
            if hasattr(strip, 'channelbags'):
                for cb in strip.channelbags:
                    fcurves.extend(cb.fcurves)
    return fcurves

if obj.animation_data and obj.animation_data.action:
    for fc in get_fcurves_compat(obj.animation_data.action):
        fc.modifiers.new('CYCLES')
print('animated:idle_loop')
```

## Pro animation principles

- **Slow in, slow out** — Bezier handles do this automatically; matches real-world physics
- **Anticipation** — small reverse motion before the main action (jump prep)
- **Follow-through** — secondary parts continue after main motion stops (cape, hair)
- **Squash & stretch** — exaggeration with shape keys or scale animation
- **Arcs** — natural motion follows curves, not straight lines

## Common pitfalls

| Symptom | Fix |
|---------|-----|
| Robotic motion | Default Bezier is correct; Linear is wrong for organic things |
| Rotation flips at 180° | Use multiple keyframes (90, 180, 270, 360) or quaternions |
| Shape key changes lost | Must exit Edit Mode to commit shape key state |
| Animation only on one axis | `keyframe_insert('location', index=0)` for X only; index=1 Y, =2 Z |
| Driver doesn't update | Refresh viewport; check Preferences → Editing → Allow Driver Python Expression |
| Render fps mismatch | Set `scene.render.fps` BEFORE animating to avoid timing drift |

## When to load `references/overview.md`

Load when:
- Animation curves need fine tuning (handle types, bezier shape control)
- NLA layering / blending needed
- Drivers with complex expressions (multi-variable, conditional)
- ARKit 52-blendshape full face animation
- Walk-cycle / run-cycle / attack patterns

The reference covers: full F-curve interpolation/easing matrix, NLA workflow, drivers cookbook, shape-key best practices, animation principles.

© RobLe3 · MIT · RobLe3/cc-blender-skill

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