Claude Animation Skill
Description
Claude Code skill for directing 3D animation in Blender: product/hero shots, camera moves, lens and forced-perspective math, F-curve timing, and the 12 principles for hard-surface objects. Includes a verified bpy library.
Installation
This entry records only its repository, not the path inside it, so there is no
exact command to give. Open the source below and copy the folder into
~/.claude/skills/, or the file into ~/.claude/agents/.
README
Animation Direction
A [Claude Code](https://claude.com/claude-code) skill for directing and building 3D animation in Blender with cinematographic rigor — product and hero shots, camera moves that actually hold the subject in frame, lens and forced-perspective math, F-curve timing, and the 12 principles applied to hard-surface objects rather than cartoon characters.
It is two things at once:
- A reference you read while animating — what focal length says what, how long a reveal arc should run, why your animation feels floaty, how forced perspective actually works.
- A Python library that builds the shot —
anim_lib.pyplus five ready recipes that run headless in Blender.
Every number in it comes from production practice and is documented in `references/`. Every formula is implemented in code and verified against a live Blender instance.
What it knows
| Area | Covers |
|---|---|
| Camera moves | 11 moves — orbit, reveal arc, turntable, dolly-in, push-in, arc+push, crane, parallax slide, rack focus, whip pan, hero hold. Duration, degrees/second, easing profile, rig setup, and how each one fails. |
| Lens & framing | 24–100 mm and what each communicates, aperture by shot type, composition values, screen-direction continuity, 10/15/20-second beat structures. |
| Forced perspective | The math: E = D/(D−δ) near-feature exaggeration, background compression, dolly zoom f₂ = f₁·D₂/D₁, FOV↔mm conversion, monumental-scale placement. |
| Motion principles | The 12 principles for rigid products, physics-based timing, free-fall frame tables, overshoot templates, follow-through delays, shutter angle and motion blur. |
| Blender craft | Interpolation and handle types, easing equations, blocking→spline workflow, floaty-animation diagnosis, Euler vs quaternion, motion paths. |
| bpy API | Exact API for keyframes, F-curves, camera rigs, constraints, drivers, NLA — plus the headless traps that make scripts silently do nothing. |
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**Generated:** 2026-04-11