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.
When to Use
Use when creating poses, action beats, IK/FK controls, or single prop interactions for a registered character rig. When a verifiable rig or weights are missing, hand off first to blender-character-rigging。
Prerequisites
- Specify the Action, frame rate, frame range, action beats, contact points, and delivery camera.
- Specify the animatable controls, prop constraints, and channels allowed to be modified, and save the initial pose.
Workflow
Step 1. Break the action into preparation, main action, cushioning, and ending poses, and assign frame ranges. Step 2. First establish the center of gravity, foot contact, and silhouette, then handle the arms, line of sight, and secondary motion. Step 3. Key only the target channels; use the same prop and constraint influence values for grabbing, releasing, and catching. Step 4. Check key poses and full playback, and adjust the timing without rebuilding unrelated animation.
Validation
Submit keyframes, constraint curves, foot sliding, limb lengths, prop handoff continuity, and first/middle/last previews. Even after the values pass, still check silhouette, balance, and contact readability.
Rules and Capability Boundaries (Out of Scope)
Do not create new rigs, and do not take on weight repair, hair or cloth simulation, sound, or final rendering; when there is no performance intent, do not add complex secondary motion on your own.
Gotchas
- IK flipping: check the pole, chain length, and rotation axis; do not mask it with extra keyframes.
- Foot sliding: lock the contact range and re-measure world coordinates.
- Prop jumping: compare the world matrices before and after the switch and correct the constraint inverse matrix.