blender-character-animation · git:20260921.6713de0 · 2026-09-21 · sha256 bc5c1d3fa4c7343c
blender-character-animation git:20260921.6713de0A
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--- name: blender-character-animation description: Animate a registered Blender character rig and a single interactive prop with editable timing, IK controls, constraints, and continuity checks. --- # Character and prop animation Work from named action beats and frame intervals. Pose controls or bones, key only intended channels, and retain editable constraints. For grip/release/catch, use one prop object: keep grip influence at one before release, zero through a visible free-flight interval, and restore it only after the prop reaches the catch pose. Inspect the release distance and duration, catch position/rotation discontinuity, planted foot drift, limb-length preservation and floor proxies. A passing numeric check is necessary but not sufficient: also review silhouette, balance, contact readability and camera composition. Use `blender-quality-validation` for measurements and `blender-cinematography` when the task includes camera paths, focus or handheld behavior. Keep those acceptance decisions separate from pose authoring. When timing changes, move the release/apex/catch parameters or keyframes without rebuilding unrelated animation. Do not add skin detail, effects, sound or downstream rendering to a white-model task unless separately requested and supported. ## 什么时候使用(When to Use) 为已登记角色骨架制作姿态、动作节拍、IK/FK 控制或单个道具交互时使用。缺少可验证骨架或权重时先交给 `blender-character-rigging`。 ## 输入与前置条件(Prerequisites) - 明确 Action、帧率、帧区间、动作节拍、接触点和交付相机。 - 指定可动画控制器、道具约束及允许修改的通道,并保存初始姿态。 ## 执行流程(Workflow) Step 1. 把动作拆成准备、主要动作、缓冲与结束姿态并分配帧区间。 Step 2. 先建立重心、脚底接触和轮廓,再处理手臂、视线与次级动作。 Step 3. 仅给目标通道插帧;抓取、释放和接住使用同一道具及约束影响值。 Step 4. 检查关键姿态与完整播放,在不重建无关动画的前提下调整节拍。 ## 验证与交付证据(Validation) 提交关键帧、约束曲线、脚底漂移、肢体长度、道具交接连续性及首中末预览。数值通过后仍需检查轮廓、平衡与接触可读性。 ## Rules 与能力边界(不适用场景) 不创建新骨架,不承担权重修复、毛发布料模拟、声音或最终渲染;没有表演意图时不自行添加复杂次级动作。 ## Gotchas(常见问题与恢复) - IK 翻转:检查 pole、链长和旋转轴,不用多余关键帧掩盖。 - 脚底滑动:锁定接触区间并复测世界坐标。 - 道具跳变:比较切换前后世界矩阵并修正约束反矩阵。