Skill de pipeline de conteudo/asset para animacao de personagem 3D humanoide via AccuRIG + Blender headless + IA de motion. Cobre rigging com AccuRIG, Blender como "compilador de animacao" via CLI, deform bones vs pose bones, formatos (FBX/USD/glTF/BVH/Alembic/NPY-JSON), mapa de tecnologias de IA de motion, AccuRIG AI Deep Search vs sintese real (SayMotion/MDM/MoMask), canonical/semantic skeleton com bone aliasing, matematica de retargeting via delta de rotacao, root motion, e bake de constraints/IK. Nao cobre codigo de engine — ver skill 67. Trigger em: "AccuRIG", "rig de personagem 3D", "retargeting de animacao", "script bpy que roda headless com blender --background --python", "deform bones vs pose bones", "root motion que ta duplicando o deslocamento", "armature.data.bones e armature.pose.bones", "semantic bone mapping pra desacoplar do nome CC_Base_L_Upperarm", "text-to-motion", "MDM ou MoMask pra gerar animacao", "bake de constraints e IK antes de exportar FBX pro Unity".
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felvieira/claude-skills-fv
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