orbital-hud-motion — Claude Code skill: Blender HUD animations
A skill that teaches an AI agent to build circular HUD and aura animations around a Blender subject from a reference, not from guesswork.
npx skills add RobLe3/cc-blender-skill --skill orbital-hud-motion -a claude-codeWhat orbital-hud-motion does
The skill covers decorative orbital elements around a logo or mascot in Blender: arcs, dots, dashed rings, glow and light parallax. Radii, arc breaks and dash density come from the reference composition, so the rings frame the subject instead of covering it.
Layers stay separate. The far aura is faint and slow, the mid orbit is thin arcs, markers are sparse and synchronized, foreground accents are short-lived. Motion leans on opacity, emission and dash phase rather than big rotation or scale changes, and the rings should not all spin the same way at the same speed — counter-motion is part of the recipe.
The skill drives Blender through an MCP server: mcp__blender__execute_blender_code, get_scene_info, render_viewport_to_path and others. Before the first Blender call it tells you to read ../text-to-blender/references/mcp-backends.md and keep the chosen backend for the whole task. Context rings go into a separate HUD_CONTEXT collection, not AVATAR_BASE, or they end up in the export. A script, scripts/orbit_layout_manifest.py, builds an orbit manifest from radii and angle parameters.
What it helps with
- build orbital rings around a logo from a reference image
- split HUD layers by depth and motion speed
- set up emission pulses and dash phase timing
- render a contact sheet with and without the HUD
- move decorative rings into a separate collection before export
Example prompts for the agent
- Build an orbital HUD around the mascot: arcs, dots and dashed rings from the reference
- Split the rings into far aura, mid orbit and markers, then add parallax
- Render a contact sheet: subject only, and subject with HUD
How to install orbital-hud-motion
1Skills CLI (Vercel)
npx skills add RobLe3/cc-blender-skill --skill orbital-hud-motion -a claude-code2Manually: put the files in place
~/.claude/skills/orbital-hud-motion/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/orbital-hud-motion/
1Skills CLI (Vercel)
npx skills add RobLe3/cc-blender-skill --skill orbital-hud-motion -a codex2Manually: put the files in place
.agents/skills/orbital-hud-motion/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add RobLe3/cc-blender-skill --skill orbital-hud-motion -a cursor2Manually: put the files in place
.cursor/skills/orbital-hud-motion/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install RobLe3/cc-blender-skill orbital-hud-motion2Manually: put the files in place
.github/skills/orbital-hud-motion/SKILL.md1Skills CLI (Vercel)
npx skills add RobLe3/cc-blender-skill --skill orbital-hud-motion -a gemini-cli2Platform CLI
gemini skills install https://github.com/RobLe3/cc-blender-skill --path plugin/skills/orbital-hud-motionManually: put the files in place
.devin/skills/orbital-hud-motion/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add RobLe3/cc-blender-skill --skill orbital-hud-motion -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about orbital-hud-motion
How do I install orbital-hud-motion in Claude?
Run npx skills add RobLe3/cc-blender-skill --skill orbital-hud-motion -a claude-code. The skill file lands at ~/.claude/skills/orbital-hud-motion/SKILL.md.
What does orbital-hud-motion do?
It guides the agent through building circular and orbital HUD effects around a Blender subject: arcs, dots, dashes, aura rings. Radii and arc breaks are derived from the reference so the rings support the subject rather than hide it.
What do I need for the skill to work?
A Blender MCP server — the skill calls execute_blender_code, get_scene_info and viewport rendering. Before the first call it tells you to read ../text-to-blender/references/mcp-backends.md and stick with the chosen backend.
Source text
SKILL.md · MIT
--- name: orbital-hud-motion description: Create tasteful circular/orbital HUD and aura animations around a Blender subject using source-derived arcs, dots, dashes, opacity, parallax, and restrained motion. Use when decorative circles, halos, orbit markers, scanner rings, or HUD effects must correlate with a logo/mascot rather than looking like random oversized rings. allowed-tools: Read Bash Glob Grep 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: Animated circular HUD elements, aura rings, orbit arcs, dots, dashed circles, halo effects, mascot/logo motion graphics, source-derived decorative elements, avoiding bad outside-element animation. 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. # Orbital HUD Motion Decorative circles are design elements, not filler. They must be derived from the reference composition and support the subject. ## Design rules - Keep the avatar/subject dominant; rings should frame, not trap or overpower it. - Derive radii, arc breaks, marker positions, and dash density from the reference image when possible. - Separate layers: - far/background aura: faint, slow, soft; - mid orbit: thin arcs/dashes; - markers/dots: sparse and synchronized; - foreground accents: rare and short-lived. - Prefer opacity/emission/dash phase over large rotation/scale changes. - Never animate all rings in the same direction/speed; use subtle counter-motion/parallax. - Do not include context rings in the base avatar mesh/export unless explicitly requested. ## Animation recipe 1. Create an `HUD_CONTEXT` collection separate from `AVATAR_BASE`. 2. Build arcs/dots from a manifest of normalized radii and angles. 3. Keyframe: - dash offset or arc reveal; - emission strength pulse; - subtle rotation (1–12 degrees per loop, not full spin unless requested); - marker opacity/scale blips at beats. 4. Render a contact sheet with subject-only and with-HUD views. 5. Reject if rings obscure the face/silhouette or dominate the frame. ## Hard rules - No random full circles when the reference has broken arcs/dashed guides. - No oversized markers unless the source has them. - No HUD animation until static avatar baseline is locked. - For GLB, use object transforms/material keyframes or document runtime requirements. ## Scripts - `scripts/orbit_layout_manifest.py` creates a source-independent orbit manifest from simple radii/angle parameters.
© RobLe3 · MIT · RobLe3/cc-blender-skill