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.

Vedi sorgente

Come usare

  1. Copia il comando e controlla il pacchetto prima di installarlo nel tuo ambiente agente.
  2. Controlla strumenti, credenziali e ambienti richiesti nel documento originale.
  3. Descrivi input e risultato desiderato; confronta l’output con le fonti.
npx skills add https://github.com/roble3/cc-blender-skill --skill texture-state-animation

Prima di iniziare

  • L’installazione non include abbonamenti, quote API o accesso ai file.
  • Stelle e installazioni indicano attività, non un test indipendente di qualità o sicurezza.
Documento Skill originale

Contenuto dal repository con titoli, esempi, codice, tabelle, link e immagini preservati.

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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