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affaan-m/blender-motion-state-inspection

affaan-m

blender-motion-state-inspection

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.

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v1.0Saved May 18, 2026

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.
## 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.

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Overall Score

89/100

Grade

A

Excellent

Safety

88

Quality

92

Clarity

94

Completeness

82

Summary

This skill guides agents to diagnose animation and rigging issues in Blender by extracting structured scene data—armatures, bone poses, bounding boxes, contact state, and frame-by-frame motion facts—rather than relying solely on screenshots. It establishes clear workflow steps to inventory scenes, identify skeletons and axes, sample animation frames, and report findings with precise evidence before opinions.

Detected Capabilities

File read (Blender .blend files and exported JSON data)Bash execution (blender --background with Python scripts)Bounding box and coordinate extraction from 3D scenesBone hierarchy and constraint inspectionFrame-by-frame animation sampling and measurementScreenshot/render analysis and comparison

Trigger Keywords

Phrases that MCP clients use to match this skill to user intent.

diagnose foot slidinginspect animation rigcharacter mirrored importverify motion captureblender pose alignmentground contact analysisbone retargeting issuesmodel integrity check

Risk Signals

INFO

Recommended execution of Blender Python scripts via Blender's own interpreter using blender --background

Tooling Notes section
INFO

File write operations limited to scene inspection reports and structured data exports; no modification of original .blend files recommended

Anti-Patterns section
INFO

Bash tool usage scoped to Blender subprocess execution with --background flag; no recursive deletion, privilege escalation, or credential access

Tools and Tooling Notes

Use Cases

  • Diagnose foot-sliding or ground-penetration issues in retargeted animations by comparing world-space bone positions frame-by-frame
  • Determine whether a character import is mirrored or backwards by analyzing head direction, pelvis orientation, and root motion relative to world axes
  • Verify baseline model integrity before applying animations by comparing clean mesh bounding boxes against animated bounds
  • Investigate twisted, crushed, or offset character rigs by separating helper geometry from character meshes and checking bone constraints
  • Validate animation retargeting alignment by extracting skeletal pose data and comparing semantic bone positions across multiple sampled frames

Quality Notes

  • Exceptionally clear workflow structure with numbered steps that an agent can follow sequentially without ambiguity
  • Recommended report shape provides a concrete template that aligns output format with analysis requirements
  • Two detailed examples (foot-sliding walk cycle and backwards import) demonstrate exact evidence extraction and diagnosis reasoning
  • Practical Thresholds section gives agent measurable decision criteria (1-2 cm ground penetration, 5% scale drift) rather than vague rules
  • Anti-Patterns section explicitly documents what NOT to do, preventing common mistakes like baking baseline data or deleting helper objects prematurely
  • Comprehensive inventory instructions separate character meshes from helper/proxy geometry upfront, preventing misdiagnosis
  • Orientation diagnostic guidance (pelvis, spine, head, feet, root motion) is systematic and redundancy-aware—no single axis assumed
  • Structured Markdown table examples and frame-by-frame evidence format make outputs machine-parseable and human-reviewable
  • Axis convention documentation (glTF Y-up vs Blender Z-up) shows awareness of real import problems users face
  • Tooling notes acknowledge bpy availability constraints and recommend Blender subprocess execution as the practical solution
Model: claude-haiku-4-5-20251001Analyzed: May 18, 2026

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