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TerminalSkills/skills

>- Animate 3D objects and characters in Blender with Python. Use when the user wants to keyframe properties, create armatures and rigs, set up IK/FK chains, animate shape keys for facial animation, edit F-Curves, use the NLA editor to blend actions, add drivers for expression-based animation, or script any animation workflow in Blender.

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skills is a Claude Code agent skill that >- Animate 3D objects and characters in Blender with Python. Use when the user wants to keyframe properties, create armatures and rigs, set up IK/FK chains, animate shape keys for facial animation, edit F-Curves, use the NLA editor to blend actions, add drivers for expression-based animation, or script any animation workflow in Blender.

지원 대상~Claude Code~Codex CLI~Cursor
npx skills add https://github.com/TerminalSkills/skills/tree/HEAD/skills/blender-animation

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Blender Animation

Overview

Create and control animations in Blender using Python. Keyframe object and bone transforms, build armatures with IK/FK rigs, animate shape keys for facial motion, edit F-Curves for timing control, layer actions in the NLA editor, and wire up drivers for expression-based automation — all scriptable from the terminal.

Instructions

1. Keyframe object properties

import bpy

obj = bpy.data.objects["Cube"]
# Keyframe location at multiple frames
for loc, frame in [((0,0,0), 1), ((5,0,3), 30), ((5,4,0), 60)]:
    obj.location = loc
    obj.keyframe_insert(data_path="location", frame=frame)

# Also works for rotation_euler, scale, single-axis (index=2 for Z), custom props
obj.rotation_euler = (0, 0, 3.14159)
obj.keyframe_insert(data_path="rotation_euler", frame=60)
obj.scale = (2, 2, 2)
obj.keyframe_insert(data_path="scale", frame=60)
obj["intensity"] = 1.0  # custom property
obj.keyframe_insert(data_path='["intensity"]', frame=30)
bpy.context.scene.frame_start, bpy.context.scene.frame_end = 1, 60

2. Control F-Curve interpolation and modifiers

import bpy

action = bpy.data.objects["Cube"].animation_data.action
for fcurve in action.fcurves:
    for kp in fcurve.keyframe_points:
        kp.interpolation = 'BEZIER'  # CONSTANT, LINEAR, BEZIER, SINE, EXPO, BOUNCE, ELASTIC
        kp.easing = 'EASE_IN_OUT'   # AUTO, EASE_IN, EASE_OUT, EASE_IN_OUT
    # Cycles modifier to loop the animation
    mod = fcurve.modifiers.new(type='CYCLES')
    mod.mode_before = 'REPEAT'       # NONE, REPEAT, REPEAT_OFFSET, MIRROR
    mod.mode_after = 'REPEAT'

# Add noise to a specific channel
z_curve = action.fcurves.find("location", index=2)  # Z location
if z_curve:
    noise = z_curve.modifiers.new(type='NOISE')
    noise.strength, noise.scale = 0.3, 5.0

3. Create armatures and bones

import bpy

arm_data = bpy.data.armatures.new("Rig")
arm_obj = bpy.data.objects.new("Rig", arm_data)
bpy.context.collection.objects.link(arm_obj)
bpy.context.view_layer.objects.active = arm_obj
bpy.ops.object.mode_set(mode='EDIT')
# (name, head, tail, parent_name, connected)
bone_defs = [
    ("Spine",      (0,0,1.0),   (0,0,1.4),   None,       False),
    ("Chest",      (0,0,1.4),   (0,0,1.8),   "Spine",    False),
    ("UpperArm.L", (0.2,0,1.7), (0.5,0,1.4), "Chest",    False),
    ("Forearm.L",  (0.5,0,1.4), (0.8,0,1.1), "UpperArm.L", True),
    ("Thigh.L",    (0.1,0,1.0), (0.1,0,0.5), "Spine",    False),
    ("Shin.L",     (0.1,0,0.5), (0.1,0,0.05),"Thigh.L",  True),
]
for name, head, tail, parent, connected in bone_defs:
    b = arm_data.edit_bones.new(name)
    b.head, b.tail = head, tail
    if parent:
        b.parent = arm_data.edit_bones[parent]
        b.use_connect = connected

bpy.ops.object.mode_set(mode='OBJECT')

4. Set up constraints on bones

import bpy

arm_obj = bpy.data.objects["Rig"]
bpy.context.view_layer.objects.active = arm_obj
bpy.ops.object.mode_set(mode='POSE')
# IK — use an empty as target, chain_count limits affected bones
ik = arm_obj.pose.bones["Forearm.L"].constraints.new('IK')
ik.target = bpy.data.objects["IK_Target"]
ik.pole_target = bpy.data.objects["IK_Pole"]
ik.chain_count = 2

# Copy Rotation — mirrors another object's rotation
cr = arm_obj.pose.bones["Chest"].constraints.new('COPY_ROTATION')
cr.target = bpy.data.objects["ChestCtrl"]
# Other types: LIMIT_ROTATION, DAMPED_TRACK, STRETCH_TO, COPY_LOCATION, TRACK_TO

bpy.ops.object.mode_set(mode='OBJECT')

5. Keyframe bone poses

import bpy, math

arm_obj = bpy.data.objects["Rig"]
bpy.context.view_layer.objects.active = arm_obj
bpy.ops.object.mode_set(mode='POSE')
if not arm_obj.animation_data:
    arm_obj.animation_data_create()
action = bpy.data.actions.new("WalkCycle")
arm_obj.animation_data.action = action

# Keyframe thigh swing: back → neutral → forward
thigh = arm_obj.pose.bones["Thigh.L"]
for angle, frame in [(-30, 1), (0, 13), (30, 25)]:
    thigh.rotation_euler = (math.radians(angle), 0, 0)
    thigh.keyframe_insert(data_path="rotation_euler", frame=frame)

bpy.ops.object.mode_set(mode='OBJECT')

6. Create and animate shape keys

import bpy

obj = bpy.data.objects["Head"]
mesh = obj.data
if not mesh.shape_keys:  # Basis key required first
    obj.shape_key_add(name="Basis", from_mix=False)

smile = obj.shape_key_add(name="Smile", from_mix=False)
for i, vert in enumerate(smile.data):
    if i in [42, 43, 56, 57]:  # mouth corner vertices
        vert.co.z += 0.02

# Animate shape key value (0.0 → 1.0 → 0.0)
sk = mesh.shape_keys.key_blocks["Smile"]
for val, frame in [(0.0, 1), (1.0, 15), (0.0, 30)]:
    sk.value = val
    sk.keyframe_insert(data_path="value", frame=frame)

7. Layer actions with the NLA editor

import bpy

arm_obj = bpy.data.objects["Rig"]
if not arm_obj.animation_data:
    arm_obj.animation_data_create()
# Push actions as NLA strips on separate tracks
track1 = arm_obj.animation_data.nla_tracks.new()
track1.name = "Walk"
strip1 = track1.strips.new("Walk", start=1, action=bpy.data.actions["WalkCycle"])
strip1.repeat = 4                    # loop 4 times
strip1.blend_type = 'REPLACE'        # REPLACE, COMBINE, ADD, SUBTRACT, MULTIPLY

track2 = arm_obj.animation_data.nla_tracks.new()
track2.name = "Wave"
strip2 = track2.strips.new("Wave", start=25, action=bpy.data.actions["WaveHand"])
strip2.blend_type = 'COMBINE'        # blend on top of walk
strip2.influence = 0.8               # partial blend

arm_obj.animation_data.action = None  # clear active action so NLA takes over

8. Add drivers for expression-based animation

import bpy

driver = bpy.data.objects["Cube"].driver_add("location", 2).driver  # drive Z location
driver.type = 'SCRIPTED'
driver.expression = "sin(frame * 0.1) * 2"
# Add a variable that reads another object's transform
var = driver.variables.new()
var.name = "ctrl"
var.type = 'TRANSFORMS'
var.targets[0].id = bpy.data.objects["Controller"]
var.targets[0].transform_type = 'LOC_X'
var.targets[0].transform_space = 'WORLD_SPACE'
driver.expression = "ctrl * 3"  # also works on shape keys via sk.driver_add("value")

Examples

Example 1: Bouncing ball with squash and stretch

User request: "Animate a ball bouncing with squash and stretch"

import bpy

bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
bpy.ops.mesh.primitive_uv_sphere_add(radius=0.5, location=(0, 0, 3))
ball = bpy.context.active_object
ball.name = "BouncingBall"

keyframes = [  # (frame, z_pos, scale_x, scale_y, scale_z)
    (1,  3.0, 1.0, 1.0, 1.0),    (12, 0.5, 1.0, 1.0, 1.0),     # fall
    (15, 0.3, 1.3, 1.3, 0.6),    (18, 0.5, 0.85, 0.85, 1.2),   # squash + stretch
    (30, 2.2, 1.0, 1.0, 1.0),    (42, 0.5, 1.0, 1.0, 1.0),     # apex + second fall
    (45, 0.3, 1.2, 1.2, 0.7),    (55, 1.5, 1.0, 1.0, 1.0),     # smaller bounce
    (62, 0.5, 1.0, 1.0, 1.0),                                    # settle
]
for frame, z, sx, sy, sz in keyframes:
    ball.location = (0, 0, z)
    ball.keyframe_insert(data_path="location", frame=frame)
    ball.scale = (sx, sy, sz)
    ball.keyframe_insert(data_path="scale", frame=frame)

for fc in ball.animation_data.action.fcurves:
    for kp in fc.keyframe_points:
        kp.interpolation = 'BEZIER'

bpy.context.scene.frame_end = 62
bpy.ops.wm.save_as_mainfile(filepath="/tmp/bouncing_ball.blend")

Example 2: Arm rig with IK reaching for an object

User request: "Create a simple arm rig with IK and animate it reaching for a cube"

import bpy

bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()

arm_data = bpy.data.armatures.new("ArmRig")
arm_obj = bpy.data.objects.new("ArmRig", arm_data)
bpy.context.collection.objects.link(arm_obj)
bpy.context.view_layer.objects.active = arm_obj
bpy.ops.object.mode_set(mode='EDIT')
prev = None
for name, head, tail in [("UpperArm",(0,0,1.5),(0.6,0,1.5)),
                          ("Forearm",(0.6,0,1.5),(1.2,0,1.5)),
                          ("Hand",(1.2,0,1.5),(1.4,0,1.5))]:
    b = arm_data.edit_bones.new(name)
    b.head, b.tail = head, tail
    if prev: b.parent, b.use_connect = prev, True
    prev = b
bpy.ops.object.mode_set(mode='OBJECT')

# IK target + constraint
bpy.ops.object.empty_add(type='PLAIN_AXES', location=(1.2, 0, 1.5))
ik_target = bpy.context.active_object
ik_target.name = "IK_Hand"
bpy.context.view_layer.objects.active = arm_obj
bpy.ops.object.mode_set(mode='POSE')
ik = arm_obj.pose.bones["Hand"].constraints.new('IK')
ik.target, ik.chain_count = ik_target, 3
bpy.ops.object.mode_set(mode='OBJECT')

# Animate IK target reaching toward a cube
bpy.ops.mesh.primitive_cube_add(size=0.3, location=(1.5, 0.5, 1.0))
for loc, frame in [((1.2,0,1.5),1), ((1.5,0.5,1.0),30), ((1.5,0.5,1.3),50)]:
    ik_target.location = loc
    ik_target.keyframe_insert(data_path="location", frame=frame)
for fc in ik_target.animation_data.action.fcurves:
    for kp in fc.keyframe_points:
        kp.interpolation, kp.easing = 'BEZIER', 'EASE_IN_OUT'
bpy.context.scene.frame_end = 50
bpy.ops.wm.save_as_mainfile(filepath="/tmp/arm_grab.blend")

Guidelines

  • data_path must match the RNA path exactly: "location", "rotation_euler", "scale", '["custom_prop"]'.
  • Armature workflow: Edit mode for bones (edit_bones), Pose mode for constraints and keyframes (pose.bones).
  • For IK, use Empty objects as targets. chain_count=0 solves the entire chain to root.
  • Shape keys need a "Basis" key first. Animate via key_blocks["Name"].value (0.0 to 1.0).
  • Interpolation: CONSTANT for hold/step, LINEAR for mechanical, BEZIER with easing for organic motion.
  • Set animation_data.action = None to let NLA strips drive — an active action overrides NLA.
  • For walk cycles, keyframe one stride and use a Cycles F-Curve modifier or NLA repeat to loop.
  • Bake constraints/drivers with bpy.ops.nla.bake() before export — other software cannot read them.

Individual skills in this repo

This repo contains 20 individual skills — each has its own dedicated page.

TerminalSkills/skills

>- React Native Reanimated is an animation library for React Native that runs animations on the UI thread through worklets and shared values, so they stay smooth while the JavaScript thread is busy. Use when someone asks to "animate in React Native", "Reanimated", "smooth mobile animations", "gesture animations", "shared element transitions", "60fps React Native animations", or to upgrade from Reanimated 3 to 4. Covers Reanimated 4: worklets, shared values, layout animations, CSS transitions, gestures, and scroll-driven animations.

TerminalSkills/skills

>- Runway ML API for AI video generation and editing — Gen-3 Alpha Turbo, image-to-video, and video-to-video. Use when generating video from text or images, applying AI video effects, or automating creative video production pipelines.

TerminalSkills/skills

>- Transcribe YouTube videos to text using OpenAI Whisper and yt-dlp. Use when the user wants to get a transcript from a YouTube video, generate subtitles, convert video speech to text, create SRT/VTT captions, or extract spoken content from YouTube URLs.

TerminalSkills/skills

>- Create, optimize, and manage YouTube content for channel growth, audience building, and monetization. Use when someone asks to "grow on YouTube", "optimize YouTube videos", "YouTube SEO", "YouTube Shorts strategy", "YouTube API integration", "automate YouTube uploads", "YouTube analytics", "YouTube thumbnail", or "YouTube content strategy". Covers long-form video, Shorts, SEO, thumbnail design, YouTube Data API, analytics, monetization, and growth strategies.

TerminalSkills/skills

>- Run GitHub Actions locally with act. Use when a user asks to test GitHub Actions workflows locally, debug CI pipelines without pushing, or run workflows offline.

TerminalSkills/skills

>- You are an expert in AG2 (formerly AutoGen), the open-source multi-agent conversation framework. You help developers build systems where multiple AI agents collaborate through structured conversations — with tool use, human-in-the-loop, code execution, group chat orchestration, and nested conversations — for complex tasks like software development, research, and data analysis.

TerminalSkills/skills

>- Assists with using Bun as an all-in-one JavaScript/TypeScript runtime, package manager, bundler, and test runner. Use when building HTTP servers, managing packages, running tests, or migrating from Node.js. Trigger words: bun, bun serve, bun install, bun test, bun build, javascript runtime, bun runtime.

TerminalSkills/skills

>- You are an expert in Chi, the lightweight, idiomatic Go HTTP router built on `net/http`. You help developers build composable HTTP services using Chi's middleware stack, route groups, URL parameters, sub-routers, and context-based request scoping — providing Express-like ergonomics while staying 100% compatible with Go's standard library.

TerminalSkills/skills

dbt (data build tool) transforms data in your warehouse using SQL SELECT statements. Learn project setup, models, tests, documentation, incremental materializations, and integration with data warehouses like PostgreSQL, BigQuery, and Snowflake.

TerminalSkills/skills

>- Assists with building custom interactive data visualizations using D3.js. Use when creating charts, graphs, maps, force layouts, or hierarchical diagrams that require fine-grained control beyond what charting libraries provide. Trigger words: d3, data visualization, chart, svg, scales, force graph, treemap, choropleth.

TerminalSkills/skills

When the user wants to perform load testing, stress testing, or performance testing of APIs and websites using k6. Also use when the user mentions "k6," "load test," "performance test," "stress test," "spike test," "soak test," "thresholds," "virtual users," or "VUs." For browser-based testing, see selenium.

TerminalSkills/skills

Data Version Control for ML projects. Track large datasets and models alongside Git, build reproducible ML pipelines, and run experiments with metric comparison. Works with any storage backend including S3, GCS, Azure, and local filesystems.

TerminalSkills/skills

>- Build and manage monorepos with Nx. Use when a user asks to set up a monorepo, manage multiple packages/apps, cache builds, run affected tests, or migrate from Lerna.

TerminalSkills/skills

>- You are an expert in dlt, the open-source Python library for building data pipelines. You help developers load data from any API, file, or database into warehouses and lakes using simple Python decorators — with automatic schema inference, incremental loading, and built-in data contracts. dlt is the "requests library for data pipelines.

TerminalSkills/skills

>- Installs Python packages, creates virtual environments, locks dependencies and manages Python versions with one fast command-line tool that replaces pip, pip-tools, pipx, poetry, pyenv and virtualenv. Use when a user asks to set up a Python project, add or upgrade a dependency, create a lockfile, migrate from requirements.txt, run a script with inline dependencies, install a Python version, run a tool with uvx, or speed up installs in CI and Docker.

TerminalSkills/skills

>- You are an expert in E2B, the cloud platform for running AI-generated code in secure sandboxes. You help developers give AI agents the ability to execute code, install packages, read/write files, and run long processes in isolated cloud environments — each sandbox is a lightweight VM that boots in ~150ms with full Linux, filesystem, and networking.

TerminalSkills/skills

When the user wants to edit, review, or improve existing marketing copy. Also use when the user mentions 'edit this copy,' 'review my copy,' 'copy feedback,' 'proofread,' 'polish this,' 'make this better,' or 'copy sweep.' This skill provides a systematic approach to editing marketing copy through multiple focused passes.

TerminalSkills/skills

>- Build and extend 3D building editor apps using Pascal Editor's architecture (React Three Fiber + Zustand scene graph). Use when: building 3D architectural tools, creating BIM-like editors, extending Pascal Editor with custom features, building floor plan generators.

TerminalSkills/skills

>- Transcode, convert, edit, and process audio and video with FFmpeg. Use when a user asks to convert video formats (webm to mp4, mkv to mp4), extract audio from video, compress video files, trim or cut clips, concatenate videos, add subtitles, create thumbnails, apply filters, change resolution or bitrate, re-encode media, create GIFs from video, add watermarks, normalize audio, stream media, or build automated media processing pipelines.

TerminalSkills/skills

>- Generate deterministic MP4 videos from HTML, CSS, media, and seekable animations using HeyGen's HyperFrames framework. Use when someone asks to "render HTML to video", "make a video with HyperFrames", "create a programmatic video", "turn an animation into MP4", "build a launch/product video from HTML", "render GSAP/Lottie/Three.js to video", or set up an agent-driven video pipeline. Covers init/preview/render/add/lint/inspect commands, data-* timing attributes, animation adapters, and the component catalog.

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