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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.

中文简介正在准备中。当前显示原文说明。

集成工具Blender
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包含的文件(2)

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

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

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.

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