animation-blend · git:20260913.ed0ec2c · 2026-09-13 · sha256 0ec9c665c9768aaf
animation-blend git:20260913.ed0ec2cA
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--- name: animation-blend description: Use when rendered character poses need weighted locomotion, aim, attack, additive or transition blending while gameplay state, hit timing and displacement ownership remain explicit. --- # Animation blend This skill owns **presentation pose composition**, not gameplay state or hit timing. `animation-graph` selects/coordinates animation states/layers; movement owners define displacement policy. ## Compatible displacement columns | Column | Gameplay displacement owner | |---|---| | procedural-loco | locomotion/physics code | | root-motion | authored root motion consumed by the gameplay movement solver | | hybrid | published state-dependent ownership with one displacement application | ## Rules 1. Weighted blends/additives/interpolation paint a rendered pose from authoritative animation/gameplay state; they do not extend active hit frames or cancel windows. 2. Blend duration/easing/inertialisation are authored in time/state units appropriate to the runtime, not a universal 2–6 frame fade. 3. Root-motion extraction/application has one explicit gameplay owner. Visual blending must not double-apply root displacement. 4. Aim/look overlays declare mask/weight/reference space and do not silently rotate gameplay facing/collision unless the owning gameplay contract requests it. 5. Foot contact repair delegates to `ik-foot-locking`; blend output remains a source pose rather than a second locomotion solver. ## Accept Record animation/gameplay state, source clips/layers/weights, displacement owner and resulting pose through transition/interruption cases. Disabling render meshes/blending does not change authoritative hits, cancels or gameplay displacement.