skills/blender-animation/SKILL.md
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.
npx skillsauth add tusosos/manus-knowledge-base blender-animationInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
3 of 9 scanners reported clean
Some scanners were skipped, did not run, or reported a non-clean status. Review each row below.
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.
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
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
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')
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')
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')
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)
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
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")
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")
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")
data_path must match the RNA path exactly: "location", "rotation_euler", "scale", '["custom_prop"]'.edit_bones), Pose mode for constraints and keyframes (pose.bones).chain_count=0 solves the entire chain to root.key_blocks["Name"].value (0.0 to 1.0).CONSTANT for hold/step, LINEAR for mechanical, BEZIER with easing for organic motion.animation_data.action = None to let NLA strips drive — an active action overrides NLA.bpy.ops.nla.bake() before export — other software cannot read them.tools
Download video and audio from YouTube and other platforms with yt-dlp. Use when a user asks to download YouTube videos, extract audio from videos, download playlists, get subtitles, download specific formats or qualities, batch download, archive channels, extract metadata, embed thumbnails, download from social media platforms (Twitter, Instagram, TikTok), or build media ingestion pipelines. Covers format selection, audio extraction, playlists, subtitles, metadata, and automation.
development
Download YouTube videos with customizable quality and format options. Use this skill when the user asks to download, save, or grab YouTube videos. Supports various quality settings (best, 1080p, 720p, 480p, 360p), multiple formats (mp4, webm, mkv), and audio-only downloads as MP3.
development
Use this skill any time a spreadsheet file is the primary input or output. This means any task where the user wants to: open, read, edit, or fix an existing .xlsx, .xlsm, .csv, or .tsv file (e.g., adding columns, computing formulas, formatting, charting, cleaning messy data); create a new spreadsheet from scratch or from other data sources; or convert between tabular file formats. Trigger especially when the user references a spreadsheet file by name or path — even casually (like "the xlsx in my downloads") — and wants something done to it or produced from it. Also trigger for cleaning or restructuring messy tabular data files (malformed rows, misplaced headers, junk data) into proper spreadsheets. The deliverable must be a spreadsheet file. Do NOT trigger when the primary deliverable is a Word document, HTML report, standalone Python script, database pipeline, or Google Sheets API integration, even if tabular data is involved.
development
Use when you have a spec or requirements for a multi-step task, before touching code