Blocky Character Acting
Build original blocky characters in Blender Python, switch their expressions and make them act with basic poses and walks.
Free · No sign-up · Updated 2026-10-27 · By sphereai.work💻Install Claude Code (or Codex, Antigravity) firstThis skill runs best in VS Code with Claude Code, Codex or Antigravity.How to install →
How to use
- 1
Download the ZIP
Get the skill file with the button below. No sign-up.
- 2
Unzip and open
Unzip it into a folder and open that folder in VS Code.
- 3
Just ask
Tell your AI agent ‘Run the automation pipeline in this folder’.
When to use it
- You are making blocky characters for the first time
- Motion looks stiff or feet float
- Punches miss their target
Try saying
“블록 캐릭터 만들어줘. 빨간 후드에 청바지”Make a blocky character with a red hoodie and jeans
“이 컷 연기 좀 더 쫀득하게 바꿔줘”Make the acting in this shot snappier
What you get
- 01A design for a reusable character builder and animation helpers
- 02Basic acting rules
Tips
- Change the face before the action.
- Lower the hips when the knees bend so the feet stay down.
Get it free now
No sign-up, just one ZIP. Edit it freely for personal or commercial use.
Download ZIP (2KB)Installation
Claude.ai / Desktop app (ZIP upload)
- Download the ZIP below.
- Upload it under Settings → Capabilities → Skills.
- Turn the skill on and start a chat with one of the "Try saying" lines.
Claude Code (copy the folder)
- Unzip it. You'll get a folder named after the skill.
- Put that folder inside
~/.claude/skills/(or.claude/skills/for a single project). - Restart Claude Code.
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Files and preview
Included files
SKILL.md README.txt
Preview of SKILL.md
--- name: blocky-character-acting description: Design original blocky characters in Blender Python and make them act: jointed boxes, pixel faces, expressions, simple poses and walks, feet on the ground. 블록 캐릭터 설계와 기본 연기. --- # Blocky Character Acting Claude writes the character builder and the animation itself, in Blender Python, from the rules below. Build it once, reuse it in every short. ## 1. Build the character - **Unit**: 1 pixel = 1/16 m. A character is about 2 m tall (32 px). Head 8x8x8 px, body 8x4x12, arms and legs 4x4x12. - **Origin at the feet, facing -Y.** Then placing a character is just its floor position and a Z rotation. - **One box per part**: head, torso, two upper arms + forearms, two thighs + shins. Put each part's origin at its joint (shoulder, elbow, hip, knee, neck) so rotating it bends correctly. - **Pixel textures per face of the box**, drawn in code as small images (16x16 or 8x8), with **Closest** interpolation so pixels stay sharp. - **Faces are textures, not geometry.** Make one face image per expression (normal, blink, happy, angry, shocked, scared) and switch with a constant keyframe. - **Characters are data.** Keep a spec per character (hair, eyes, jacket, shirt, pants, shoes colours, accessories). A new character = copy a spec and change the clothes. - Original designs only. No official game characters, skins or textures. ## 2. A small animation API Write helper functions so shot scripts stay short: | Helper | Does | |---|---| | `rest(ch, f)` | key all joints to neutral at frame f | | `pose(ch, f, joint=(x,y,z))` | key some joints in degrees | | `face(ch, f, name)` | switch expression | | `walk / run(ch, f0, f1)` | cycle legs and arms between two frames | | `move(obj, [(f, (x,y,z))])`, `turn(obj, [(f, deg)])` | root motion | ## 3. Basic acting 1. Before a big move, a small move the other way (crouch before a jump, pull back before a punch). 2. After a strong pose, hold it for a moment before the next move. 3. Change the face before the action, not after. 4. When the knees bend, lower the hips so the feet stay on the ground. 5. Check one still per shot before rendering. ## Output A reusable character builder script, one spec per character, and section scripts that animate the shot list. ---
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This skill is a set of instructions Claude loads on its own. You are responsible for how you use the results. The instructions inside the ZIP are written in Korean. Terms of Use