en un clic
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.
// 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.
Instinct-based learning system that observes sessions via hooks, creates atomic instincts with confidence scoring, and evolves them into skills/commands/agents. v2.1 adds project-scoped instincts to prevent cross-project contamination.
Suggests manual context compaction at logical intervals to preserve context through task phases rather than arbitrary auto-compaction.
Use when managing an Uncloud cluster — deploying services, configuring Caddy ingress, adding static proxy routes for non-cluster devices, publishing ports, scaling, inspecting logs, or managing machines and volumes with the `uc` CLI.
自動Claude Codeループのパターンとアーキテクチャ — シンプルな順序パイプラインからRFC駆動マルチエージェントDAGシステムまで。
Angular コードを生成し、アーキテクチャ ガイダンスを提供します。プロジェクトの作成、コンポーネント、またはサービスを作成するとき、または反応性(シグナル、linkedSignal、リソース)、フォーム、依存性注入、ルーティング、SSR、アクセシビリティ(ARIA)、アニメーション、スタイリング(コンポーネント スタイル、Tailwind CSS)、テスト、または CLI ツール作成のベスト プラクティスについてトリガーされます。
実際のポスト、エッセイ、ローンチノート、ドキュメント、またはサイトコピーからソース派生の執筆スタイルプロファイルを構築し、コンテンツ、アウトリーチ、ソーシャルワークフロー全体でそのプロファイルを再利用します。ユーザーが一般的なAI執筆トロープなしで声の一貫性を望む場合に使用します。
| name | blender-motion-state-inspection |
| description | 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. |
| origin | ECC |
| tools | Read, Write, Edit, Bash, Grep, Glob |
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.
Inventory the scene.
Identify the skeleton.
Determine forward, up, and side axes.
Sample animation frames.
Check model integrity before retargeting blame.
Diagnose contact and motion issues.
Report facts before opinions.
## 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:
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:
HeroBody, armature HeroRig, ground plane Floor, no hidden proxy meshes.foot.L and foot.R; hips are pelvis; root bone is root.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.
Scenario: a character looks correct in a still frame, but the animation moves opposite the expected travel direction.
Apply the workflow:
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.
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.