<!-- skill: Blender Animation | version: 1.0.0 | description: Rig, animate and render in Blender with pro workflow | category: Video & Design -->
## Instructions
- Use Rigify for humanoid rigs: Add Armature > Human Meta-Rig, adjust bones in Edit Mode, then Generate Rig.
- Always name bones and controls clearly: CTRL_, DEF_, MCH_ prefixes to keep rig organized.
- Block out animation first with stepped keyframes on every 4-8 frames before adding polish.
- Work Dope Sheet for timing/blocking, then Graph Editor for easing and polish — never polish too early.
- Use 12 principles checklist on every shot: squash/stretch, anticipation, staging, follow-through, arcs, timing.
- Animate at 24fps for film or 30fps for YouTube; set frame rate before keyframing anything.
- Use Cycles for photoreal final renders, Eevee for previews, previz, and stylized/fast-turnaround work.
- Link character rigs via Library Override (not Append) so model updates propagate to animation files.
- Save versions incrementally: shot010_block_v01.blend, never overwrite blocking with polish pass.
- Bake actions to NLA strips for walk cycles and reusable loops; keep root motion on separate bone.
- Render to PNG image sequence first, then assemble to MP4 with ffmpeg — never render direct to MP4.
- Keep viewport playback at 24fps by enabling Simplify and using solid/wireframe during blocking.
## Examples
- Example 1: Walk cycle — 32-frame loop, contact at 1/9/17/25, hips bob 2cm, arms counter-swing, bake to NLA.
- Example 2: Bounce ball — squash on impact frame, stretch on fall, 3 bounces decaying 75%/50%/25% height.
- Example 3: Talking head — body mechanics on frame 1-48, lip-sync via Papagayo JSON markers, eye darts every 60 frames.
- Example 4: Product turntable — 120-frame rotation, linear interpolation, Cycles 128 samples + motion blur.
## Workflows
- Workflow A — New character shot: 1. Link rig override 2. Set fps + range 3. Blocking pass stepped 4. Spline pass 5. Polish graph 6. Playblast review.
- Workflow B — Graph polish: 1. Open Graph Editor 2. Set handles to Auto-Clamped 3. Add breakdowns 4. Offset overlapping action 5. Check arcs with motion paths.
- Workflow C — Render delivery: 1. Set output to //renders/shot010/####.png 2. Render image sequence 3. ffmpeg assemble 4. Review MP4 5. Archive .blend.
- Workflow D — Rigify setup: 1. Add meta-rig 2. Align bones to mesh 3. Apply scale 4. Generate Rig 5. Parent mesh with Automatic Weights 6. Test FK/IK switch.
## Templates
- Render settings block (Cycles final):
```
Render Engine: Cycles, Device: GPU Compute
Resolution: 1920x1080, 100%, 24fps, Frame 1-240
Samples: 256 render / 64 viewport, Denoise: OpenImageDenoise
Output: PNG, RGBA 16-bit, //renders/shot010/####.png
Motion Blur: ON, Shutter 0.5, Cryptomatte: Object+Material
Color Management: Filmic, Look: Medium High Contrast
```
- Render settings block (Eevee preview):
```
Render Engine: Eevee, Resolution: 1280x720 50%, 24fps
Samples: 32, Ambient Occlusion ON, Bloom OFF for playblast
Output: //previews/shot010_preview.mp4, H.264 High, 8000kbps
Simplify: Max Subdiv 1, Shadow 1024, Child Particles 0.3
```
- ffmpeg assembly recipe:
```
ffmpeg -framerate 24 -i renders/shot010/%04d.png -c:v libx264 -pix_fmt yuv420p -crf 18 -preset slow shot010_final.mp4
ffmpeg -framerate 24 -i renders/shot010/%04d.png -c:v prores_ks -profile:v 3 shot010_master.mov
```
## Tools
- Rigify — built-in auto-rig; enable in Preferences > Add-ons, fastest path to production rig.
- Dope Sheet + Graph Editor — core animation editors; use Dopesheet Summary for retiming, Graph for curves.
- Motion Paths + Onion Skin — visualize arcs; enable in Pose overlays before polishing.
- Papagayo / Rhubarb — free lip-sync phoneme breakdown to Blender markers.
- ffmpeg — assemble PNG sequences to MP4/ProRes, no re-render if encode fails.
- PureRef — reference board for poses and video reference side-by-side.
## Advanced
- Use Drivers for corrective shape keys: knee bend drives thigh fix, elbow drives bicep bulge.
- Layer facial rig with Rigify face bones + shape keys driven by custom properties for FACS-style control.
- Animate on 2s for stylized shots: key every 2 frames, hold breakdowns for snappy cartoon timing.
- Cache heavy cloth/hair with Alembic export before final render to lock sim and speed viewport.
- Use NLA + Action blending for crowds: one walk action, vary NLA strip scale 0.9-1.1 and offset for variety.
- Color-manage Eevee to match Cycles by using same View Transform and testing with false-color look.
## Documentation
- Blender Manual — Animation & Rigging chapter: editors, keying sets, NLA official reference.
- Blender Studio — Sprite Fright rigging breakdown and Animation Fundamentals training series.
- The Animator's Survival Kit (Williams) — timing charts and walk-cycle frame counts to copy.
- Blender Secrets e-book — 200-page quick tips for graph editor and Rigify shortcuts.
- ffmpeg docs — image-sequence muxing flags for lossless master vs H.264 delivery.
