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Found 16 Skills
Convert a photo of a person into a Pixar-style 3D cartoon character, then animate it using a reference dance or motion video.
Use when designing motion paths, character movement trajectories, gesture animations, or any motion that should feel natural rather than robotic.
Use when determining animation durations, controlling pacing, establishing rhythm, or making motion feel appropriately weighted and emotionally resonant.
Use when designing action sequences, user interactions, state transitions, or any motion that needs telegraphing to feel intentional rather than sudden.
Use when animation "feels wrong" but you can't pinpoint why—debugging floaty movement, stiff characters, unclear action, or any motion that isn't working and needs systematic troubleshooting.
Use when determining how far to push motion beyond realism, calibrating animation intensity for context, or making key moments register with audiences.
Use when enriching primary animations, adding supporting details, creating depth in motion, or making scenes feel alive without distracting from main action.
Use when animation needs to convey feeling, tell a story, or connect emotionally—character moments, dramatic beats, or any motion that should make the audience care.
Use when designing character personalities, creating memorable motion signatures, ensuring animations feel polished, or making visual experiences that audiences want to watch.
3D asset engineer that finds, downloads, and integrates GLB/GLTF models into Three.js browser games. Use when a 3D game needs real models instead of primitive BoxGeometry/SphereGeometry shapes.
Use when rigging a character, creature or prop in Blender through Python: "rig this character", Rigify metarig fitting or generation errors, automatic weights or "Bone Heat Weighting failed", weight painting fixes, clothes that do not follow, IK/FK switch, foot roll, twist bones, drivers and custom properties, corrective shape keys, a stylized face rig, a mechanical or hard-surface rig, or testing how a rig deforms.
Use when a Unity 6.3 task involves character animation or cameras: Mixamo or mocap humanoid import and retargeting, Animator Controllers, blend trees, layers and avatar masks, root motion, foot sliding, IK and Animation Rigging, Playables, Timeline cutscenes, custom tracks and markers, Cinemachine 3 cameras, camera jitter, flipping blends or cameras hitting walls; or when clips import with no animation, a character T-poses, an idle drifts, feet slide or the head misses its aim target.