roble3/cc-blender-skill

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.

View source

How to use

  1. Copy the installation command and review the source package before installing it in your own agent environment.
  2. Check the source document for required tools, credentials and supported hosts.
  3. Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/roble3/cc-blender-skill --skill texture-state-animation

Before you start

  • Installation does not include a model subscription, API allowance or permission to access your files.
  • Repository stars and installation counts describe activity, not an independent quality or security test.
Original skill document

Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.

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.
  1. 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.
  1. 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.
  1. 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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