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Install
$ agentstack add skill-roble3-cc-blender-skill-texture-state-animation ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
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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
- Register states first: crop, scale, align, and color-normalize all source states into one canvas and one semantic mask.
- Classify pixels/layers:
- avatar surface/base;
- facial decal/features;
- glow/emission accents;
- background/aura/context;
- HUD/circle elements.
- 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.
- 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.
- 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.pycreates a transition plan from source states and flags risky whole-frame crossfades.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: RobLe3
- Source: RobLe3/cc-blender-skill
- License: MIT
- Homepage: https://github.com/RobLe3/cc-blender-skill/blob/main/README.md
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.