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orbital-hud-motionlisted

Create tasteful circular/orbital HUD and aura animations around a Blender subject using source-derived arcs, dots, dashes, opacity, parallax, and restrained motion. Use when decorative circles, halos, orbit markers, scanner rings, or HUD effects must correlate with a logo/mascot rather than looking like random oversized rings.
MAX-786/claude-3d-harness · ★ 5 · AI & Automation · score 71
Install: claude install-skill MAX-786/claude-3d-harness
# Orbital HUD Motion Decorative circles are design elements, not filler. They must be derived from the reference composition and support the subject. ## Design rules - Keep the avatar/subject dominant; rings should frame, not trap or overpower it. - Derive radii, arc breaks, marker positions, and dash density from the reference image when possible. - Separate layers: - far/background aura: faint, slow, soft; - mid orbit: thin arcs/dashes; - markers/dots: sparse and synchronized; - foreground accents: rare and short-lived. - Prefer opacity/emission/dash phase over large rotation/scale changes. - Never animate all rings in the same direction/speed; use subtle counter-motion/parallax. - Do not include context rings in the base avatar mesh/export unless explicitly requested. ## Animation recipe 1. Create an `HUD_CONTEXT` collection separate from `AVATAR_BASE`. 2. Build arcs/dots from a manifest of normalized radii and angles. 3. Keyframe: - dash offset or arc reveal; - emission strength pulse; - subtle rotation (1–12 degrees per loop, not full spin unless requested); - marker opacity/scale blips at beats. 4. Render a contact sheet with subject-only and with-HUD views. 5. Reject if rings obscure the face/silhouette or dominate the frame. ## Hard rules - No random full circles when the reference has broken arcs/dashed guides. - No oversized markers unless the source has them. - No HUD animation until static avatar baseline is locked. - For GLB, use object