Skip to content
cccskills
FreePublished on GitHub

texture-state-animation

Design and validate texture-state transitions for Blender animations without ugly whole-image crossfades, texture popping, misregistered morphs, or target-engine-incompatible Python-only swaps. Use when animating between multiple source textures, mascot/logo states, style states, lightmaps, decals, or UI skins.

The English summary is being prepared. Showing the original description.

Works withBlender
See how to install

Files included (2)

  • SKILL.md3.6 KB
  • scripts/texture_transition_plan.py2.0 KB

SKILL.md (original)

Review the instructions the agent will receive before you install.

MCP backend

Use when: Texture state animation, texture morphs, material state transitions, image sequence planning, masked wipes, glow reveals, texture registration, avoiding bad crossfades, GLB-compatible texture animation planning.

Before the first Blender call, read ../text-to-blender/references/mcp-backends.md. Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent-host guide.

Texture State Animation

This skill exists because “crossfade several full images” usually looks bad. Texture animation must be designed like motion graphics: registered states, constrained transition channels, and preview gates.

Failure modes to avoid

  • Whole-frame crossfades between unrelated crops/compositions.
  • Python frame handlers as the only playback mechanism when export/runtime support is needed.
  • Texture swaps that change silhouette, camera crop, or scale at the same time as decorative motion.
  • Mixing aura/background/HUD pixels into the avatar surface texture unless that is the intent.
  • Morph pulses that break accepted geometry constraints such as constant depth.

Workflow

  1. Register states first: crop, scale, align, and color-normalize all source states into one canvas and one semantic mask.
  2. Classify pixels/layers:
    • avatar surface/base;
    • facial decal/features;
    • glow/emission accents;
    • background/aura/context;
    • HUD/circle elements.
  3. Choose transition type per layer, not one global blend:
    • avatar surface: hold, shimmer, subtle value/roughness pulse, or masked dissolve;
    • face features: hold or short opacity fade;
    • glow accents: emission pulse / traveling highlight;
    • aura/HUD: independent orbit/dash/dot animation;
    • background: separate plane/compositor, never baked into avatar unless requested.
  4. Use export-compatible channels when needed:
    • keyframed material values, opacity, UV transform, shape keys, object transforms;
    • image sequence only if target supports it;
    • avoid Blender Python handlers for final GLB unless the target runtime will recreate them.
  5. Render a contact sheet and flicker report before calling the animation acceptable.

Acceptance gates

  • Each texture state is registered to the same bbox/landmarks.
  • No full-canvas crossfade is used unless state registration and semantics match.
  • Avatar silhouette remains stable unless the story explicitly calls for a morph.
  • Context/aura elements are separate from the avatar material.
  • The exported format can reproduce the animation, or limitations are documented.

Scripts

  • scripts/texture_transition_plan.py creates a transition plan from source states and flags risky whole-frame crossfades.

Reviews

No reviews yet. Tell others what you thought.

Comments

No login needed. Share how it worked for you, ask a question, or note where it did not run.

No comments yet. Be the first to write one.

Comments are published right away. Do not include personal information such as email addresses or phone numbers. Up to 2 URLs.

0 / 1,000 characters

This form is protected by reCAPTCHA, and the Google Privacy Policy and Terms of Service apply.

More skills from this repository

Validate Blender animation attempts before accepting them by rendering contact sheets, checking silhouette stability, flicker, framing, subject dominance, layer separation, export compatibility, and motion-design coherence. Use after animation renders or when the user says motion/morph/outside elements look bad.

The English summary is being prepared. Showing the original description.

RobLe3/cc-blender-skill107Updated Oct 13, 2026

Detect texture-atlas regions and map each source part to its own UV rectangle or projected UV surface. Use when a texture pack must fit a Blender model 1:1, when textures look off/stretched, when alpha decals or lightmaps are provided, or before exporting a textured GLB for a brand mascot/logo.

The English summary is being prepared. Showing the original description.

RobLe3/cc-blender-skill107Updated Oct 13, 2026

Animate objects, cameras, lights, and properties in Blender — keyframes, F-curves, easing (Bezier, Linear, Sine, Bounce, Elastic), shape keys (morph targets / blendshapes / visemes), drivers (Python expressions on properties), NLA actions for reuse and layering. Use whenever the user asks to "animate this", "make it move / rotate / scale over time", "add keyframes", "loop / oscillate", "shape key / morph / blendshape", "visemes for lip sync", or any time-based property change. Make sure to use this skill even if the user does not say "animate" — also covers "spin it slowly", "make it wave", "fade in / out", "pulse", "facial expression".

The English summary is being prepared. Showing the original description.

RobLe3/cc-blender-skill107Updated Oct 13, 2026

Set up Blender cameras with cinematic intent — focal length, depth of field (f-stop / focus object), composition (rule of thirds, leading lines), animated cameras (orbit, dolly, push-in), tracking constraints. Use whenever the user asks to "set up the camera", "frame the shot", "make it look cinematic / hero / portrait / wide-angle / telephoto", "add depth of field", "orbit the camera", or any composition/framing request. Make sure to use this skill even if the user does not say "camera" — also covers "hero shot", "close-up", "from above", "shallow focus", "85mm portrait look".

The English summary is being prepared. Showing the original description.

RobLe3/cc-blender-skill107Updated Oct 13, 2026

Export Blender scenes to glTF/GLB (web/AR), FBX (game engines), OBJ (universal), USD (VFX pipelines), STL (3D printing). Includes Unreal collision hulls and Multires normal-map baking for low-poly export, per-format settings, embed/unpack textures, axis conversion, polygon optimization (Decimate), and target-platform validation. Use whenever the user asks to "export this", "save as glTF / FBX / OBJ / STL / USD", "package for Unity / Unreal / Three.js / web / AR / 3D print", or any output format conversion. Make sure to use this skill even if the user does not say "export" — also covers "package this for the web", "make it work in Unity", "send to Unreal", "save for 3D printing".

The English summary is being prepared. Showing the original description.

RobLe3/cc-blender-skill107Updated Oct 13, 2026

Light Blender scenes professionally — three-point setups, HDRI environments, studio/cinematic/dramatic configurations, light groups, color temperature, soft vs hard shadows. Use whenever the user asks to "light the scene", "set up lighting", "make it look cinematic / dramatic / studio / outdoor / sunset", "add a key light", "use HDRI", or any lighting-related request. Make sure to use this skill even if the user does not say "light" — also covers "make it look professional", "studio shot", "moody atmosphere", "golden hour", "rim light". Pairs with blender-materials (lighting reveals materials) and blender-cameras (lighting + composition together = shot).

The English summary is being prepared. Showing the original description.

RobLe3/cc-blender-skill107Updated Oct 13, 2026

See all skills by RobLe3

Report a problem with this skill