Character and prop animation
Work from named action beats and frame intervals. Pose controls or bones, key only intended channels, and retain editable constraints. For grip/release/catch, use one prop object: keep grip influence at one before release, zero through a visible free-flight interval, and restore it only after the prop reaches the catch pose.
Inspect the release distance and duration, catch position/rotation discontinuity, planted foot drift, limb-length preservation and floor proxies. A passing numeric check is necessary but not sufficient: also review silhouette, balance, contact readability and camera composition.
Use blender-quality-validation for measurements and blender-cinematography when
the task includes camera paths, focus or handheld behavior. Keep those acceptance decisions
separate from pose authoring.
When timing changes, move the release/apex/catch parameters or keyframes without rebuilding unrelated animation. Do not add skin detail, effects, sound or downstream rendering to a white-model task unless separately requested and supported.
什么时候使用(When to Use)
为已登记角色骨架制作姿态、动作节拍、IK/FK 控制或单个道具交互时使用。缺少可验证骨架或权重时先交给 blender-character-rigging。
输入与前置条件(Prerequisites)
- 明确 Action、帧率、帧区间、动作节拍、接触点和交付相机。
- 指定可动画控制器、道具约束及允许修改的通道,并保存初始姿态。
执行流程(Workflow)
Step 1. 把动作拆成准备、主要动作、缓冲与结束姿态并分配帧区间。 Step 2. 先建立重心、脚底接触和轮廓,再处理手臂、视线与次级动作。 Step 3. 仅给目标通道插帧;抓取、释放和接住使用同一道具及约束影响值。 Step 4. 检查关键姿态与完整播放,在不重建无关动画的前提下调整节拍。
验证与交付证据(Validation)
提交关键帧、约束曲线、脚底漂移、肢体长度、道具交接连续性及首中末预览。数值通过后仍需检查轮廓、平衡与接触可读性。
Rules 与能力边界(不适用场景)
不创建新骨架,不承担权重修复、毛发布料模拟、声音或最终渲染;没有表演意图时不自行添加复杂次级动作。
Gotchas(常见问题与恢复)
- IK 翻转:检查 pole、链长和旋转轴,不用多余关键帧掩盖。
- 脚底滑动:锁定接触区间并复测世界坐标。
- 道具跳变:比较切换前后世界矩阵并修正约束反矩阵。