Blender animation (character and object)
Expert animation means every frame on screen is a choice: key poses the audience reads, holds and
snaps placed by hand, spacing designed, arcs checked. The Blender Studio stance is to block stepped,
spline late and in parts, and judge from the shot camera at real speed. An agent cannot scrub, so it
measures instead: per-frame positions, spacing charts, arc checks, framing, an onion-skin image, a
curve plot, and a playblast it actually looks at. If a sibling skill named here is missing from your
available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>);
unattended, proceed from tool schemas and flag the gap.
REQUIRED BACKGROUND: scenario-blender-expert (execution channel, review loop, 5.2 API changes).
Shot planning, cameras and animatics belong to scenario-blender-previs-storyboard; building the rig
to scenario-blender-rigging. A clip that guides a render-to-real video model belongs to
scenario-blender-blockout: the model copies keyed limbs as they are, so its cast styles often hand
it a limbless stand-in and let it animate the gait.
Toolkit: scripts/bx_anim.py (keying, blocking-to-spline, curve checks,
measurement, staging, playblast light, knee-pop, flip and balance checks, onion-skin and curve
images, one-object bouncing_ball; API in procedures.md, tested on 5.2.1) and
bx_review.playblast.
Stance (the expert delta)
- Stay stepped long ("Blocking+"). Hjalti Hjalmarsson: juniors spline too early; computer
in-betweens are "unintentional interpolated poses" that make notes hard. Keep adding hand-made
breakdowns while stepped; splining is short and late.
- Never convert the whole blocking to Bezier. Rik Schutte: key every main control on every key
pose, copy each pose to the end of its hold ("pillars"), then spline the body only; face and
fingers stay stepped until their own pass. Measured on 5.2.1: the naive conversion drifted 84% of
the next move across a hold, the pillars held at exactly 0.
- Snaps are authored. Rik: hold, then change pose in 2 to 3 frames; only big deliberate moves
are left to interpolation. [added, measured] A contact inside continuous motion (a jump landing)
is not a hold: pillaring it cut the body's speed at impact from 0.101 to 0.007 m per frame, a
floaty landing.
- Odd frames, even gaps; breakdowns shape arcs and steer the eye. Alex Nagy: key poses on odd
frames with even spacing so a true middle frame exists. The breakdown sets the arc first, the
timing second; favoring it late leaves more travel for the last frames, and the fastest part draws
the eye.
- The handle type is a timing decision. AUTO_CLAMPED keeps holds flat; AUTO overshoots between
two equal keys (Alex uses it to push a pose or cushion a settle); VECTOR for hard hits, contacts
and take-offs (Alex, Dillon Gu); FREE for burst spacing and exact arcs (Raymond Luc, Joey
Carlino).
- Lead with one part, layer the rest. Rik blocks a torso-only rhythm pass first; Dillon leads
body mechanics with the COG and acting with the head or eyes. Overlap goes into the blocking, and
a head never turns on one axis only (Rik).
- Lip sync is rhythm before shapes. Rik: jaw first, stepped, opened big only on accents;
off-sync is a missing preparation, not a global offset; M, B, P closed at least 2 frames and
closed before the sound.
- Spacing is felt, arcs are checked, the shot must read. Raymond: the audience should feel
spacing tricks, not see them. Pablo Fournier: arcs are the most important check (root, hands,
feet, nose), in camera space. Hjalti (in scenario-blender-previs-storyboard): after each cut the
eye must find one thing, so a subject lost in an empty frame fails however good the curves are.
Establish first
| Input | Why it changes the plan | Default when silent |
|---|
| Medium, fps | Film 24 (Hjalti); games often 30 with fixed hit or release frames (Picaut) | 24 fps |
| Camera | Locked acting shot: judge only through the camera (Rik). Moving, re-framable or gameplay camera: poses work from every direction (Leo Silly-Pelissier, Picaut) | locked camera |
| Style | Stepped on twos and never splined (Sprite Fright shots, Rik) vs splined; stylized vs naturalistic (Leo) | splined, stylized |
| Rig | Control names, IK/FK, rotation modes. Generated Rigify [verified]: torso, hips, chest, head, foot_ik.L, upper_arm_fk.L, jaw_master; ["IK_FK"] on upper_arm_parent.L (0 IK, 1 FK); legs have IK_Stretch 1.0; rest legs are 99.6% straight; main controls QUATERNION | FK arms when arcs matter, IK when hands touch things (Joey, Tony Garcia) |
| Named object | A brief that names the animated object expects every channel on it | one object, bouncing_ball(obj=...) |
| Audio, transcript | Beats, accents, phoneme preparation | beats from the brief |
| Reference | Timing and beats, never a trace (Hjalti) | none: write a beat list |
| Budget | Rik: about 3 s a week in big studios, 5 to 6 s on his acting shot; Flow: 2 s per animator per day | state what the budget buys |
Workflow
- Plan. Beat list with frames: every acting beat in order (Hjalti counts about 8 per shot),
sub-beats notice, react, realize, respond (Rik), the leading part per beat. With audio,
audio_envelope + accent_frames; hit a pose just before its audio peak (Alex). Start
mid-action (Rik). GATE: beat table written.
- Set up and stage the shot (P1, P18): fps, range, sound, passepartout 0.99, Simplify for
previews. Place the camera, then
staging_report(subject, frames) with the real render size:
subject height, how much of the frame the action covers, entry, final pose margin. Playblast
look: playblast_lighting(key_dir=(0, 0, 1)) (overhead key converted to Workbench's camera
space: the shadow sits under the subject, the gap is its height, contact is where they meet),
floor_slab, rotation_texture on anything that rolls. GATE: flags empty; shadow_frames
visible in the air and touching at a contact; camera stills looked at.
- Block A, key poses stepped. Strongest, longest-held pose first (Alex). Build each pose COG,
feet (weight over the support foot, feet never twins, knees soft), hips, chest, head, arms. Pose
in world terms with
world_pose (rig axes are arbitrary), key with
key_pose(..., keytype='EXTREME'), CONSTANT, all main controls. GATE: pose strip
onion_skin(frames=keys, spread=...) shows clear silhouettes and contrast; balance_report
margin >= 0 on held poses.
- Blocking+ (still stepped).
breakdown at the middle frame with per-part factors (COG dips,
extremities delayed at 0.2 to 0.3, directed part favored late; after a take-off the body is
ballistic, about 2/3 of the rise in 3 of 7 frames, and the feet must follow); ease_inbetweens
for 20/80 (Pablo); overshoots and settles; overlap offsets; key types as a confidence map
(Hjalti). GATE: stepped playblast approved; notes on intent stopped (Leo: none after Block B).
- Spline the body with
blocking_to_spline(rig, body_bones, transition=3, interpolate={...}):
big moves and continuous contacts in interpolate; VECTOR on foot contacts and take-offs. GATE:
hold_drift < 1e-5, overshoots only wanted settles, face still CONSTANT, motion_report
without unintended constant spacing, ballistic_fit on the airborne COG with g_ratio near 1.0
and a small residual, limb_extension never above 1.0.
- Re-inject energy (Leo: splining softens): timing accents, overshoots, desynchronized parts,
offset_keys 1 to 2 frames per chain link (Dillon), head lag 2 to 3 frames in cycles (Joey),
contacts that slide rather than glue (Rik). Fingers: little overlap, no bounce. GATE: arcs clean
in camera pixels (to_camera(..., res=(w, h)), motion_report(dims=2)).
- Face and lip sync, stepped (P6, P7): jaw rhythm, corners (never dead center), shapes from a
pose library on the lower face minus the jaw, accents and asymmetry in small doses, tongue last,
then spline the face. Eyes dart in 1 to 2 frames and lead the head; brows 3 to 10 frames (Rik).
Keys an engine or capture app reads by name (ARKit, visemes): scenario-blender-rigging's
shape_report before keying. GATE: transitions meets those counts; accents clearly fewer than
syllables.
- Polish.
foot_slip under 1 mm, lowest_point for penetration, rotation_flips empty
(fix_rotation_flips), limb_extension under 0.99 wherever the leg should stay bent, smears 1
frame (Pablo), burst spacing only now (Raymond), subdivision on. GATE: critique.md rubric passes
on the final playblast, onion skin and graph image.
Variants. Bouncing ball (P16, P18):
bouncing_ball(obj=ANIM_ball, first_apex=-3, fit=False, ...) keys ONE object: exact parabolas under
one gravity through whole-frame contacts, odd or even flights so small hops keep their height,
squash on the contact frame and stretch along the velocity through a world-aligned squash modifier
(the roll is never twisted), roll = distance / radius, constant-deceleration roll, a 6-frame hold.
first_apex before start throws it in from off-screen. Weight mapping is [added]: tune by render.
Walk (Joey, 30 fps): contact 0, down 5, passing 10, up 15, 40-frame cycle; heel curve straight
during contact, root linear with REPEAT_OFFSET (P5). Jump:
tests/code/blender-animation/test_rigify_jump.py is the worked example (Rigify human, blocking to
spline).
Numbers
| Item | Value | Source |
|---|
| Snappy pose change | 2 to 3 frames after the hold | Rik |
| Aggressive change | 4 frames instead of 8 | Alex |
| Hold to read an idea | 6 frames | Alex |
| Settle | 1 to 2 frames, 4 soft | Alex |
| Reaction after stimulus | about 6 frames | Rik |
| Eye dart / brow change | 1 to 2 / 3 to 10 frames | Rik |
| Ease rule | 80% of the remaining way per in-between (slow-in); mirror 20% | Pablo |
| Smear | 1 frame, sometimes 2 | Pablo |
| Micro-anticipation | last 1 to 2 frames before hit or release pushed to an extreme | Picaut |
| Head lag in a cycle / foot offset | 2 to 3 frames / 1 frame | Joey / Rik |
| Real gravity at 24 fps | acceleration 0.01703 m/frame^2; a quadratic fit's leading coefficient is half (-0.00852). gravity() | physics [added] |
| Subject size in frame | 12% of frame height minimum, 15% or more for a single subject | [added] E3: both runs measured 10% |
| IK leg extension | under 0.99 of full length while meant bent; above 1.0 = IK stretch | [added] |
| Pinwheel on a rolling object | roll per frame under 360 / sectors degrees | [added] wagon-wheel |
Quality gates
Measurable: slot named after the character; key poses CONSTANT and typed before approval;
hold_drift ~0; overshoots only on settles; foot_slip < 1 mm; lowest_point never below the
floor (sample sub-frames); transitions for darts, brows, snaps, plosives; ballistic_fit g_ratio
near 1 at real scale; motion_report: sharp turns only at contacts, no arc wobble or start-stops
inside a move; staging_report flags empty with shadow frames visible; limb_extension,
rotation_flips, balance_report as above; roll_aliasing ok. Visual (open every image): pose
strip, onion skin through the shot camera with tracks, graph_image, playblast frame sheets
(subject size, entry, shadow gap closing at contacts, spin readable), orbit views when the camera is
not locked.
Common mistakes
| Mistake | What it looks like | Fix |
|---|
| Whole blocking to Bezier | "floaty spaghetti" | blocking_to_spline with pillars, body only |
| Pillar on a continuous contact | body brakes before impact | put that frame in interpolate; VECTOR on the foot |
| AUTO handles on a hold | hold drifts past the pose | AUTO_CLAMPED; AUTO only for a settle |
| Heel curve eased during contact | foot slides (5.8 cm per step measured) | VECTOR or zero-length FREE handles |
| Jaw open on every syllable | chattering mouth | big opens on accent_frames only |
| BOUNCE easing for a ball | no squash frame ever shows | bouncing_ball or keyed whole-frame contacts |
| Squash on a parent that also aims | pattern twists on stretch frames (55 degrees measured on the old rig) | squash_modifier (world axes) on the object itself |
| Flights rounded to even frames | hops lose or gain height, gravity changes per bounce (0.98 to 1.31 measured) | whole-frame contacts, odd flights allowed, one gravity |
| Framing the whole set | subject 10% of frame, top 40% empty | move in or shorten the travel until staging_report is clean |
display.light_direction read as world | shadow hidden behind the subject (0 px) | playblast_lighting(key_dir=...) |
| Arcs checked in normalized camera coords | false sharp turns at apexes (aspect squeezes x) | to_camera(..., res=(w, h)) |
| Legs straight at stand or push-off | IK stretch lengthens the leg (18% in the first jump draft) | soft knees, feet breakdown after take-off, VECTOR take-off |
Blender 5.2 notes
action.fcurves is gone: channelbags via bpy_extras.anim_utils (bx_anim.channelbag).
Assigning an action animates only if a slot matches; otherwise set ad.action_slot.
- One layer per action (
layers.new raises); layer with the NLA plus an ADD or COMBINE action
(push_layer).
keyframe_points.insert gives BEZIER AUTO_CLAMPED; a Keyframe reference dies at the next insert
on that curve.
- Headless:
anim.keyframe_insert fails; pose.breakdown and pose.blend_to_neighbor need
explicit prev_frame/next_frame; render.opengl refuses, so playblasts are Workbench renders.
- Workbench
scene.display.light_direction is camera-relative; matrix_world is stale until
view_layer.update(), so convert after it.
- GN modifier inputs key at
modifiers["X"].properties.inputs.Socket_n.value.
- Playblast audio: sound strip plus
render.ffmpeg.audio_codec = 'AAC'.
- Keymap: Up = previous key, Down = next (5.0). Not in 5.2: action layers, paste-pose blending,
range world-space copy (5.3).
References
references/expert-notes.md: principles, numbers and disagreements
by expert, with timestamps; load when choosing between approaches or writing notes.
references/procedures.md: full tested code for every procedure
(setup, blocking, spline, walk, lip sync, facial timing, contact pin, slots, layers, pose library,
playblast, measurement, ball, staging, knee/flip/balance); load before writing code.
references/critique.md: the review rubric per stage, staging
thresholds and their calibration, how these animators phrase notes; load at every gate.
references/sources.md: the 14 source videos, what each is best for,
best timestamps.