name: blender-character-video description: "Build and iterate Blender music videos that feature a person/humanoid character: imported low-poly/game rigs, face/eyes, hair, clothing, accessories, body proportions, pose approval, and final-video promotion. Use when the brief includes a person, humanoid, witch, dancer, character model, face, eyes, hair, outfit, body shape, hands, arms, or a character riding/flying/performing in a Blender video." version: 1.0.2 author: Hermes Agent license: MIT metadata: hermes: tags: [blender, character, humanoid, rigging, low-poly, music-video] related_skills: [blender-video-iteration, blender-animation-rigging, blender-modeling-modifiers, blender-style-ps1]
Blender Character Video
Overview
Use this when a Blender music video contains a recognizable person/humanoid character, especially a low-poly or PS1-style imported game model. Character videos are a different class from environment-only videos: the user judges face, pose, outfit, body proportions, hair, hands, accessories, and silhouette first, then motion and environment.
The durable lesson from the first full person-model video: do not treat a character as generic scenery. Build a visible approval loop around one canonical still, preserve the exact approved rig/texture path, and only promote it into a full render after the still and a motion probe prove the character holds together.
References
references/character-asset-audition.md— how to download, inspect, preview, and report character model candidates so the user can review actual local artifacts.references/imported-character-clothing-fit.md— how to debug imported character bounds and place fitted clothing/accessories on the actual visible body instead of helper/preview mesh extents.references/anime-vroid-fitted-clothing-lookdev.md— how to turn an anime/VRoid-style candidate with a bad/free-test outfit into fitted low-poly wardrobe options without presenting cardboard proxies as final clothing.references/anime-character-wardrobe-lookdev.md— how to prove and present quick hair/outfit/accessory changes for an imported anime/VRoid-style character without launching a full render or creating folder sprawl.references/witch-character-read-and-fit-lookdev.md— session-tested loop for making an imported anime/VRoid girl read as a witch: body-derived fitted clothing, hat/face framing, cloak/broom/moon cues, and broom-pose checks.
When to Use
Use when:
- The user asks for a person, humanoid, witch, dancer, rider, singer, operator, or other character-centered scene.
- The work involves an imported low-poly/game asset with armature, UV atlas, eye textures, hair, hat, clothing, hands, or accessories.
- The user gives art direction about pose, attractiveness, outfit, body proportions, eye color/blinks, hair clipping, arm symmetry, or hand contact.
- A character still was approved and must become the final MP4.
Do not use this for environment-only videos where character fidelity is not part of the brief.
Required Companion Skills
Load these as needed:
blender-video-iteration— still/contact-sheet/segment/final mux loop and Gyre reference docs.blender-animation-rigging— armatures, IK, constraints, bone rolls, pose controls.blender-modeling-modifiers— real mesh/accessory/proportion edits.blender-style-ps1— crunchy low-poly render/upscale/look constraints.
Character-First Workflow
- Pick the character representation deliberately. Prefer a real imported rig/mesh when the user asked for a person. Procedural primitive approximations are acceptable for silhouettes, but not for a face/body-centered brief unless the user explicitly wants abstraction.
- Build an asset-audition packet before asking for approval. For downloaded character candidates, save the source asset, render front / 3/4 / side previews plus a contact sheet, record import/rig/mesh notes, and show the contact sheet to the user. Be explicit about which candidates were actually downloaded versus only researched. See
references/character-asset-audition.md. - Make one canonical approval still. Use a stable path such as
renders/<song>/one_frame.png. Keep overwriting it during still approval instead of creating probe sprawl. - Get the global read before details. Confirm face visibility, pose, body silhouette, outfit palette, hair/hat/accessory placement, and camera framing before polishing small texture details.
- Patch one visual axis at a time. Separate pose, outfit/texture, body proportion, accessory placement, face/eyes, environment, and mux/export changes.
- Use real geometry/material changes. Body proportions, hat fit, hair clipping, shoulder/sleeve silhouette, and hand contact must be changed in mesh/rig/material space and rerendered. Do not use 2D overlays or verbal claims.
- Inspect with the approval camera. Low-poly bodies and faces are camera-dependent. A fix that is mathematically symmetric or correct in viewport can still read wrong in the rendered frame.
- Promote the approved path into the final generator. Before full render, confirm
generate.pyimports/uses the same rig, texture atlas, eye overlays, pose helpers, and accessory placement that produced the approved still. - Render a motion probe before final. Sample start/quarter/mid/three-quarter/end frames with the full timeline mapping. Check that hands, hair, eyes, hat, clothing masks, and accessories remain attached during bob/sway/fly cycles.
- When the user likes an anime/VRoid character but asks to change the outfit, make a still-only wardrobe option sheet first. Use the actual imported model, keep probes in the existing candidate folder, and label/caveat rough garment overlays as lookdev proxies rather than final fitted clothing. See
references/anime-character-wardrobe-lookdev.md. - If the character must read as a witch, verify identity cues before video — but distinguish rejection types. A black fitted outfit is not enough: the approval still must show face/eyes, a readable witch hat, cloak/cape silhouette, broom relation, and moon/night backdrop. If the user says “not witch enough,” treat it as a global silhouette/prop/pose failure and use
references/witch-character-read-and-fit-lookdev.md. If the user says the character/scene “will not be a witch” or clarifies they want a cute anime girl instead, stop adding witch props immediately; preserve the liked character and switch the concept back to cute/anime/moonlit styling. - Then render video-only and mux last. Keep audio out of visual debugging; mux source/louder WAV only after visual approval and verify final streams.
- Clean after approval. Once final is accepted, preserve deliverables/source/assets/README and remove obsolete probes/frame sequences/options with before/after directory and size checks.
Person-Model Checks
For each approval still or motion probe, explicitly inspect:
- Face: eyes visible, not hidden by hat/hair/camera angle; expression/blink state intentional.
- Pose: torso/head/limbs support the action; no detached hands, broken wrists, spike/fin limbs, or odd asymmetry.
- Silhouette: the whole body reads from the camera; outfit and body shape are visible without becoming blobby or pasted-on.
- Hair/accessories: hats, hair, broom/rail/props follow the posed head/body and do not float or clip badly.
- Texture stack: main atlas, eye overlays, generated candidates, and environment assets are scoped separately.
- Environment separation: moon/star/sky/NASA/public-domain assets are never relinked to the character atlas by broad material loops.
Implementation Patterns
- Imported rig first: preserve the chosen mesh, vertex groups, textures, and silhouette. If the imported control layer is cursed, build a clean armature/control rig around the original weighted mesh instead of replacing the character with procedural limbs.
- IK/control motion: animate armature controls, IK targets, and accessories together. Do not animate only skinned mesh vertices for hands/arms unless the requested edit is literally a fingertip-only local deformation.
- Eye overlays: low-poly characters may use separate open/half/closed textures. When changing eye color/style, update every overlay path (
new_bg_eye01/02/03.pngand compatibility copies when present), then verify an eye-focused sheet. - Atlas edits: inspect real UV layout before repainting. Generate labeled overlays/cut packs when using image editing, preserve atlas layout, and install only approved texture candidates.
- Object/model-space masks: if an atlas-painted neckline/cutout creates W-shapes, seams, diamonds, or panel splits, restore the atlas base and use object/model-space material coordinates or texture-paint strokes for continuous costume shapes.
- Anime/VRoid fitted wardrobe lookdev: when the character face/hair is right but the outfit is wrong or a free-test underwear/bikini is baked in, do not show large cardboard panels as “clothes.” Neutralize the base body material/texture if needed, then build body-aware low-poly bodice/skirt/stocking shells or texture-paint fitted garments; keep bad proxy sheets private/cleaned. See
references/anime-vroid-fitted-clothing-lookdev.md. - Body proportions: make bounded geometry/rig edits and stop at the visible topology limit — before low-poly geometry turns blobby, clips arms/props, or reads like a separate attached shape.
- Fitted clothing on baked-test assets: if an imported anime/VRoid model has baked underwear/test clothing, clean or replace the body material/texture first. Do not make the outfit taller and taller to hide the old texture; that creates poncho/lampshade silhouettes. Add proportionate fitted top/skirt/corset shells only after the base body is clean.
- Accessory follow-through: recompute hats/hair/props from the posed head/body, not world coordinates. Moving a hat can reveal hair clipping; pair it with a targeted hair-tuck probe.
Common Pitfalls
- Treating a person as scenery. A character-centered brief needs a face/body/pose approval loop, not only a good background.
- Procedural overlays instead of the real character. Users can tell when limbs, clothing, or proportions are pasted on. Preserve/import/rig the actual asset when the character is the subject.
- Full-rendering from a stale generator. The approved still may come from a helper script while
generate.pystill uses an older path. Diff/inspect before final. - Fixing local detail before global read. If the user says the person needs a different outfit, skin/hair/eyes, or body shape, do a full palette/outfit/proportion pass rather than defending a neckline-only tweak.
- Texture relinks clobbering the sky. Scope atlas relinks to character materials and skip moon/star/sky/environment images.
- Still approval mistaken for motion approval. A still can hide detached accessories, bad blink cadence, or arm asymmetry. Render a motion probe.
- Ignoring the topology limit. Low-poly body edits have a hard visible limit; push with probes, then stop before the shape breaks.
- Candidate research mistaken for downloads. When the user wants to look at models, they need contact sheets or local preview paths. Clearly label downloaded/inspected candidates separately from merely researched links.
- Asset-audition folder sprawl. If the user asks to “download a few” or says not to make too many folders, keep all candidate archives, preview stills, the combined contact sheet, and inspect notes in one
renders/<project>/assets/candidates/folder unless extraction/textures force subfolders. Clean exploratorydownloads/,models/, probe, or frame folders before reporting. - Whole-asset bounds can lie. Imported character GLB/FBX files may include helper meshes, spheres, floors, cameras, or bounds proxies that are not part of the character. Before fitting clothing/accessories or normalizing scale, inspect per-object bounds and normalize/anchor only the real character meshes (for Theresa: Face/Body/Hair, ignoring
Icosphere). If clothes appear to occupy the whole vertical model while the person sits in the middle, stop and fix the anchor/bounds before tweaking garment dimensions. - Fitted outfit is not witch identity. Once clothing fit is fixed, do not present “black fitted bodysuit” as sufficient witch art. Check the global read: face visible, hat readable, cloak/cape silhouette, broom relationship, moon/night backdrop, and non-mannequin pose. If any cue is missing, keep iterating the still.
- T-pose can erase character intent. Wardrobe sheets in T-pose are useful for fit only. For broom/flying/witch shots, T-pose arms read as mannequin or costume preview; pose/crop/prop placement must prove the character is riding/flying before video promotion.
- Whole-asset bounds mistaken for character bounds. Imported GLB/FBX assets may include helper meshes, preview spheres, collision shapes, or props that inflate the bounding box. If you normalize/place clothes from the whole asset, the character can sit in the middle/top while garments span the whole model. Inspect per-object bounds, ignore non-character meshes, and anchor fitted clothes/accessories to Face/Body/Hair or the actual visible body mesh; see
references/imported-character-clothing-fit.md. - Outfit height can become a cover-up bug. When hiding baked-in underwear/test clothing, do not solve it by raising a bodice/dress into a tall panel. Replace/clean the underlying body material first, then build proportionate fitted clothing.
Verification Checklist
- Relevant character, rigging/modeling, PS1, and iteration skills loaded.
- Downloaded character candidates have source assets, local preview renders/contact sheets, and inspection notes.
- For imported characters, per-object bounds were inspected and non-character helper meshes were excluded before camera/scale/clothing placement.
- Candidate status is reported clearly: downloaded/inspected, researched only, or blocked.
- If the user requested “a few” assets or low folder clutter, candidate files/previews/notes are consolidated under one
assets/candidates/folder and exploratory folders are cleaned before reporting. - Canonical approval still path rendered and inspected.
- Face, eyes, pose, hair/accessories, outfit, and body silhouette checked from the approval camera.
- Texture/atlas/eye-overlay changes are scoped to character assets and do not touch environment assets.
- Any body/accessory/hair/hand/proportion change is a real mesh/rig/material change, not an unverified overlay.
- Approved still path is promoted into the final generator.
- Motion probe sampled across the song before final render.
- Final video-only render and audio mux verified with
ffprobe. - README documents the approved character path, final artifacts, known warnings, and cleanup decisions.