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animation/.claude/skills/animation-creation/references/blender-mcp-recipes.md
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jeremy 31ba2911df init: animation pipeline hub — Mac↔PC bridge for converting and implementing animations
Skills (.claude/skills/): animation-creation, iclone-video-mocap,
pose-estimation (MediaPipe models via LFS), retarget-animations (deprecated).
Tools: cc/mixamo/kevin/mocap retargeters + composite baker.
Plans: animation-gen-pipeline + skills-adoption.
exchange/: incoming-fbx, converted-glb, reference-video (LFS for fbx/glb/mp4).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 10:29:48 -07:00

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# blender-mcp recipes
Practical `bpy` snippets the agent pastes through blender-mcp's `execute-code` tool to
author animations on the shared Quaternius skeleton and export them as game-ready GLB
packs. These mirror the proven conventions in `tools/mixamo_retarget.py` — keep them in
lockstep.
## Setup assumptions
- Blender **5.1.2** at `/Applications/Blender.app` (call headless as
`/Applications/Blender.app/Contents/MacOS/Blender`).
- The BlenderMCP addon is installed and **connected** (3D View → sidebar → BlenderMCP →
Connect). If the `blender` MCP tool isn't available, the addon isn't connected.
- **One game GLB imported** so the scene holds the real Quaternius armature. The game
ships these as animations-only GLBs; import one to reuse its exact rig:
```python
bpy.ops.import_scene.gltf(filepath="/Users/jeremykashkett/Tinqs/local.repo/ariki-game/assets/quaternius/kevin/kevin_male_social.glb")
arm = next(o for o in bpy.data.objects if o.type == "ARMATURE")
arm.name = "Armature" # match the convention mixamo_retarget.py enforces
bpy.context.scene.render.fps = 30
```
## Skeleton orientation
65 bones, UE-style names: `pelvis`, `spine_01`, `spine_02`, `spine_03`, `neck_01`,
`Head` (**capital H**), `clavicle_l`, `upperarm_l`, `lowerarm_l`, `hand_l`, `thigh_l`,
`calf_l`, `foot_l`, `ball_l`, and the `_r` twins, plus 3-segment fingers
(`index_0{l,r}` … `pinky_03`, `thumb_0{l,r}` … `thumb_03`). The armature object is named
`Armature`; work in pose mode via `bpy.context.object.pose.bones["<name>"]`.
## Keyframing recipe
Build an action from an explicit list of poses (name, frame, per-bone quaternions).
Quaternius bones are authored in **quaternion** rotation mode, so set every pose bone's
`rotation_mode = "QUATERNION"` first (this is what `mixamo_retarget.py` does):
```python
import bpy
from mathutils import Quaternion
arm = bpy.data.objects["Armature"]
for pb in arm.pose.bones:
pb.rotation_mode = "QUATERNION"
act = bpy.data.actions.new("Wave01")
arm.animation_data_create()
arm.animation_data.action = act
bpy.context.scene.frame_start, bpy.context.scene.frame_end = 1, 30
# poses: (frame, {bone: (w,x,y,z)})
poses = [
(1, {"hand_l": (1,0,0,0), "lowerarm_l": (1,0,0,0)}),
(15, {"hand_l": (0.7,0,0,0.7), "lowerarm_l": (0.9,0.3,0,0)}), # raise hand
(30, {"hand_l": (1,0,0,0), "lowerarm_l": (1,0,0,0)}),
]
for frame, bones in poses:
bpy.context.scene.frame_set(frame)
for name, q in bones.items():
pb = arm.pose.bones[name]
pb.rotation_quaternion = Quaternion(q)
pb.keyframe_insert(data_path="rotation_quaternion", frame=frame)
```
## IK setup recipe
Drive `calf_l` (or `lowerarm_l`) toward a target empty with a 2-bone chain, then bake
the solved motion to real keyframes and drop the constraint — the game never needs IK:
```python
import bpy
arm = bpy.data.objects["Armature"]
target = bpy.data.objects.new("IK_target_l", None) # empty
bpy.context.collection.objects.link(target)
target.location = arm.matrix_world @ arm.pose.bones["foot_l"].head + (0.0, 0.0, 0.2)
pb = arm.pose.bones["calf_l"]
ik = pb.constraints.new("IK")
ik.target = target
ik.chain_count = 2 # thigh_l + calf_l
ik.use_tail = True
# Bake the visual (constraint-solved) result to plain keyframes, then remove the constraint.
bpy.ops.object.select_all(action="DESELECT")
arm.select_set(True)
bpy.context.view_layer.objects.active = arm
bpy.ops.nla.bake(frame_start=1, frame_end=30, visual_keying=True,
bake_types={"POSE"}, clean_curves=True)
for c in list(pb.constraints):
pb.constraints.remove(c)
```
## NLA layering recipe
The glTF exporter emits each **NLA track** as a separate animation clip. To ship multiple
clips in one GLB (or layer retargeted clips), push each action onto its own NLA track —
this is the exact pattern `tools/mixamo_retarget.py` uses to export a pack:
```python
import bpy
arm = bpy.data.objects["Armature"]
if arm.animation_data is None:
arm.animation_data_create()
for act in bpy.data.actions: # every action you want to ship
tr = arm.animation_data.nla_tracks.new()
tr.name = act.name # clip name = track name
tr.strips.new(act.name, 1, act)
arm.animation_data.action = None # avoid a stray duplicate clip
```
To **blend** two clips on the stack (e.g. a base loop under a gesture), set the upper
strip's `blend_type` (`"ADD"`, `"REPLACE"`) and `blend_in`/`blend_out` frames, then bake
the combined result down to a single action (visual keying) and re-export that.
## Export recipe
The canonical export block lives in `tools/mixamo_retarget.py` and **must be mirrored
exactly** — the game relies on these flags (`NLA_TRACKS` mode = one clip per track;
`export_force_sampling` for clean per-bone channels; size optimization off to preserve
retargeted curves). Select only the armature and drop meshes first so the GLB is
animations-only (the game binds clips to its own body):
```python
import bpy
out = "/Users/jeremykashkett/Tinqs/local.repo/ariki-game/assets/quaternius/mixamo/wave_pack.glb"
# Drop meshes — animations-only GLB (mirrors mixamo_retarget.py).
for o in [o for o in bpy.data.objects if o.type == "MESH"]:
bpy.data.objects.remove(o, do_unlink=True)
bpy.ops.object.select_all(action="DESELECT")
arm = bpy.data.objects["Armature"]
arm.select_set(True)
bpy.context.view_layer.objects.active = arm
bpy.ops.export_scene.gltf(
filepath=out, use_selection=True,
export_animations=True, export_animation_mode="NLA_TRACKS",
export_force_sampling=True, export_optimize_animation_size=False)
print("[blender-mcp] EXPORTED →", out)
```
Output GLBs in `assets/quaternius/mixamo/` are auto-discovered by ClipCatalog /
AnimationShowcase — referenceable immediately as `<pack_name>/<ClipName>` where
`<ClipName>` is the NLA track (Blender action) name.
## Gotchas
- **Never export `*RM` root-motion variants** for dances/composites — they translate the
rig and break compositing. Author clips in place.
- **Skip the `RESET`/rest action** — don't push it to an NLA track or it ships as a clip.
- **Clip name = Blender action/NLA-track name.** The game refers to clips as
`<pack>/<ClipName>` (e.g. `wave_pack/Wave01`).
- **One armature per exported GLB.** If you imported a GLB that brought its own body
meshes, delete them before export (see the export block).
- **Match `fps=30`** so frame counts line up with shipped packs and the dance beat clock.
- **Quaternion mode** for all pose bones before keyframing (matches the retargeter).
- `.uid` files auto-generate in Godot — never hand-author them.