Agent skill

Godot Animation System

by jame581 in jame581/GodotPrompter

Covers animation in Godot 4.3 and later: AnimationPlayer basics, AnimationTree blend trees and state machines, sprite animation, skeleton IK and code-driven motion.

MITAuto-check passedGame Development

Install Godot Animation System

skills CLI
$ npx skills add jame581/GodotPrompter --skill animation-system -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jame581/GodotPrompter animation-system --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/animation-system .claude/skills/animation-system && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
animation-system
GitHub stars
805
Token cost
~3.8k tokens
SKILL.md length
1,246 words
Files
10 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

Covers animation in Godot 4.3 and later: AnimationPlayer basics, AnimationTree blend trees and state machines, sprite animation, skeleton IK and code-driven motion.

  • Works in 10 steps: Core Concepts → AnimationPlayer Basics → Animation Signals → …
  • Setting up AnimationPlayer clips for a Godot character
  • SKILL.md covers 1. Core Concepts, 2. AnimationPlayer Basics, 3. Animation Signals and 4. Sprite Frame Animation, plus 6 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

The skill opens with the choice between AnimationPlayer, which plays and queues individual clips and suits simple playback and one-shot effects, and AnimationTree, which adds blending, transitions and layered animation through state machines and blend trees. The rule of thumb is to start with AnimationPlayer and add AnimationTree when blending such as walk-run mixes, directional movement or upper and lower body layers is needed.

Examples target Godot 4.3 or newer with no deprecated APIs, shown in GDScript first and then C#. AnimationPlayer can animate any property on a sibling or child node, including sprite frames, position, scale, collision state, method calls and audio playback. Calling play with the name of the clip already playing does nothing, so it is safe to call every frame. Reference files cover bone constraints, IK recipes and solver comparison, retargeting, skeleton modifiers, sprite animation, state machine examples, recipes and pitfalls.

When your agent uses it

  • Setting up AnimationPlayer clips for a Godot character
  • Adding an AnimationTree with a state machine or blend tree
  • Animating 2D sprites or driving animation from code
  • Working with skeleton IK, bone constraints or retargeting

Example prompts

  • “Add an AnimationTree with idle, walk and run states to the player character.”
  • “Set up sprite animation for the slime enemy using AnimationPlayer.”
  • “Show the C# version of the attack animation playback code.”

Requirements

  • Godot 4.3 or newer

Workflow steps

10 steps, taken from the step headings in SKILL.md.

  1. Core Concepts
  2. AnimationPlayer Basics
  3. Animation Signals
  4. Sprite Frame Animation
  5. AnimationTree — Canonical State Machine
  6. Skeleton Modifiers (3D, 4.4+)
  7. IKModifier3D — Solver Comparison (Godot 4.6+)
  8. Common Recipes
  9. Common Pitfalls
  10. Implementation Checklist

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript and csharp).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.godotengine.org

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Godot Animation System loads about 3.8k tokens when it runs, and up to ~9.7k if it reads all its reference files. Until then it costs about 39 tokens; SKILL.md has 1,246 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~39
When it runs · the whole SKILL.md, loaded when a task matches
~3.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~9.7k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 1,246 words, ~3,847 tokens.

Download SKILL.mdSave it as .claude/skills/animation-system/SKILL.md (or your agent's skills folder). This skill also uses 9 other files; get the full folder from GitHub.
name
animation-system
description
Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation

Animation System in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.

Related skills: state-machine for gameplay state management, player-controller for movement that drives animation, component-system for reusable animation components, 2d-essentials for TileMaps, parallax scrolling, 2D lights, and canvas layer organization, 3d-essentials for AnimationTree and 3D animation blending, shader-basics for shader-driven hit flash and dissolve effects, tween-animation for code-driven motion alongside keyframe animation.


1. Core Concepts

AnimationPlayer vs AnimationTree
NodeUse ForComplexityNotes
AnimationPlayerSimple playback, one-shot effectsLowPlay/stop/queue individual clips directly
AnimationTreeBlending, transitions, layered animationMedium-HighState machines and blend trees for smooth transitions

Rule of thumb: Start with AnimationPlayer. Add AnimationTree when you need blending between animations (walk/run blend, directional movement, layered upper/lower body).

Animation Workflow
1. Create AnimationPlayer node       → holds all animation clips
2. Add tracks in the Animation panel → keyframe properties, methods, audio
3. (Optional) Add AnimationTree      → blend/transition logic
4. Trigger from code                 → play(), travel(), set parameters

2. AnimationPlayer Basics

Scene Structure
Character (CharacterBody2D)
├── Sprite2D
└── AnimationPlayer

AnimationPlayer can animate any property on any sibling or child node: sprite frames, modulate, position, rotation, scale, visibility, collision shape disabled state, method calls (Call Method track), audio playback (Audio Playback track).

GDScript — Basic Playback
gdscript
extends CharacterBody2D

@onready var anim_player: AnimationPlayer = $AnimationPlayer

func _physics_process(delta: float) -> void:
    var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")

    if input_dir != Vector2.ZERO:
        velocity = input_dir * 200.0
        anim_player.play("walk")
    else:
        velocity = Vector2.ZERO
        anim_player.play("idle")

    move_and_slide()
C# — Basic Playback
csharp
using Godot;

public partial class Character : CharacterBody2D
{
    private AnimationPlayer _animPlayer;

    public override void _Ready()
    {
        _animPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
    }

    public override void _PhysicsProcess(double delta)
    {
        Vector2 inputDir = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");

        if (inputDir != Vector2.Zero)
        {
            Velocity = inputDir * 200.0f;
            _animPlayer.Play("walk");
        }
        else
        {
            Velocity = Vector2.Zero;
            _animPlayer.Play("idle");
        }

        MoveAndSlide();
    }
}

Calling play() with the same animation name while it's already playing does nothing (no restart). This is safe to call every frame.

Playback Control
gdscript
anim_player.play("attack")
anim_player.play_backwards("attack")
anim_player.queue("idle")            # play after current
anim_player.stop()
anim_player.pause()
anim_player.play()                   # resume from paused position
anim_player.speed_scale = 2.0
anim_player.seek(0.5)
csharp
_animPlayer.Play("attack");
_animPlayer.PlayBackwards("attack");
_animPlayer.Queue("idle");
_animPlayer.Stop();
_animPlayer.Pause();
_animPlayer.Play();
_animPlayer.SpeedScale = 2.0;
_animPlayer.Seek(0.5);

3. Animation Signals

gdscript
func _ready() -> void:
    anim_player.animation_finished.connect(_on_animation_finished)

func _on_animation_finished(anim_name: StringName) -> void:
    match anim_name:
        "attack":
            anim_player.play("idle")
        "death":
            queue_free()
csharp
public override void _Ready()
{
    _animPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
    _animPlayer.AnimationFinished += OnAnimationFinished;
}

private void OnAnimationFinished(StringName animName)
{
    if (animName == "attack")
        _animPlayer.Play("idle");
    else if (animName == "death")
        QueueFree();
}
Method Call Tracks

Add a Call Method track to trigger game logic at exact animation frames (spawn projectile at frame 5, play SFX at impact frame, enable hitbox during swing). In the Animation panel: Add Track → Call Method Track → select target node → add keyframes → set method name and arguments.

gdscript
func spawn_projectile() -> void:
    var bullet := preload("res://scenes/bullet.tscn").instantiate()
    get_parent().add_child(bullet)
    bullet.global_position = $Muzzle.global_position

func enable_hitbox() -> void:
    $HitboxArea/CollisionShape2D.disabled = false

4. Sprite Frame Animation

Two approaches for 2D character animation: AnimatedSprite2D (quick, frames-only) and AnimationPlayer + Sprite2D (full property animation). Pick AnimatedSprite2D for simple characters; AnimationPlayer when you also animate hitboxes, particles, sounds, or other properties in sync.

See references/sprite-animation.md for the full GDScript and C# example (a CharacterBody2D walking with AnimatedSprite2D driven by Input.get_vector and flip_h).

Ping-Pong Playback (Godot 4.7+)

SpriteFrames gains a LoopMode enum — LOOP_NONE = 0, LOOP_LINEAR = 1, LOOP_PINGPONG = 2 — set per animation with set_animation_loop_mode(anim, loop_mode) and read back with get_animation_loop_mode(anim). The old bool set_animation_loop() / get_animation_loop() are deprecated. Ping-pong alternates direction each time the animation reaches the end or start, and works with both AnimatedSprite2D and AnimatedSprite3D.

gdscript
var frames: SpriteFrames = $AnimatedSprite2D.sprite_frames
frames.set_animation_loop_mode(&"sway", SpriteFrames.LOOP_PINGPONG)
csharp
var frames = GetNode<AnimatedSprite2D>("AnimatedSprite2D").SpriteFrames;
frames.SetAnimationLoopMode("sway", SpriteFrames.LoopMode.Pingpong);

5. AnimationTree — Canonical State Machine

Scene Structure
Character (CharacterBody2D)
├── Sprite2D
├── AnimationPlayer        ← holds all clips
└── AnimationTree          ← controls blending/transitions
    (tree_root = AnimationNodeStateMachine or AnimationNodeBlendTree)

Setup: Add AnimationTree as a sibling of AnimationPlayer. Set anim_player to point at the AnimationPlayer. Set active = true. Choose a root: AnimationNodeStateMachine (discrete states with transitions) or AnimationNodeBlendTree (continuous blending).

State Machine Playback

The canonical pattern: cache AnimationNodeStateMachinePlayback from anim_tree["parameters/playback"], call travel("state") from gameplay code (travel() transitions smoothly; start() switches immediately), and query the active state with get_current_node().

See references/state-machine-examples.md for the full GDScript and C# CharacterBody2D example.

Blend Trees — BlendSpace1D / BlendSpace2D

For continuous blending (walk↔run on a speed parameter; 4/8-directional movement on a 2D vector). Set the root to AnimationNodeBlendTree, add a BlendSpace1D or BlendSpace2D, place animations at compass positions (e.g., walk @ 0.0, run @ 1.0; idle_down @ (0,1), idle_right @ (1,0)). Drive the blend each frame:

gdscript
# 1D — speed blend
var blend_amount := inverse_lerp(walk_speed, run_speed, velocity.length())
anim_tree["parameters/BlendSpace1D/blend_position"] = blend_amount

# 2D — direction blend
anim_tree["parameters/BlendSpace2D/blend_position"] = input_dir
csharp
_animTree.Set("parameters/BlendSpace1D/blend_position", blendAmount);
_animTree.Set("parameters/BlendSpace2D/blend_position", inputDir);
Named Blend Points (Godot 4.7+)

AnimationNodeBlendSpace1D/2D.add_blend_point() gains an optional name: StringName = &"" parameter, and blend point names/indices can be set and displayed in the editor. Passing a name explicitly is recommended (empty names will be deprecated); look points up with find_blend_point_by_name().

gdscript
blend_space.add_blend_point(walk_node, 0.0, -1, &"walk")
blend_space.add_blend_point(run_node, 1.0, -1, &"run")
var run_index := blend_space.find_blend_point_by_name(&"run")
csharp
blendSpace.AddBlendPoint(walkNode, 0.0f, -1, "walk");
blendSpace.AddBlendPoint(runNode, 1.0f, -1, "run");
int runIndex = blendSpace.FindBlendPointByName("run");

⚠️ Changed in Godot 4.7: AnimationNodeBlendSpace1D/2D replace the bool sync property (now deprecated) with a sync_mode SyncMode enum: SYNC_MODE_NONE = 0 (default — inactive animations are frozen), SYNC_MODE_INDEPENDENT = 1 (the old sync = true behavior), SYNC_MODE_CYCLIC_MUTABLE = 2 (cycle length computed dynamically from blend weights), SYNC_MODE_CYCLIC_CONSTANT = 3 (one cycle per cyclic_length seconds — must be > 0). If an AnimationTree that blended correctly in 4.6 stops transitioning correctly, set sync_mode on each blend space. See the 4.7 migration guide.


6. Skeleton Modifiers (3D, 4.4+)

LookAtModifier3D (Godot 4.4+)

Procedurally rotates a bone to look at a world-space target. Ideal for head tracking and eye contact without extra animation clips.

See references/skeleton-modifiers.md for the full GDScript and C# example with angle limits and influence blending.

⚠️ Changed in Godot 4.7: LookAtModifier3D.relative now defaults to false (was true) — the rotation is applied relative to the rest pose by default instead of the current pose. Set relative = true to restore the 4.6 behavior. See the 4.7 migration guide.

BoneConstraint3D (Godot 4.5+)

AimModifier3D, CopyTransformModifier3D, and ConvertTransformModifier3D operate bone-relative rather than world-space — use them when the aim/source target is itself a bone on the same skeleton (mirroring, secondary rig binding, bone-to-bone aiming).

See references/bone-constraints.md for the full deep dive — modifier table, scene structure, GDScript and C# examples for AimModifier3D and CopyTransformModifier3D.

Show full SKILL.md (521 more words)Show less
SpringBoneSimulator3D (Godot 4.4+)

Simulates spring physics on bones — hair, capes, tails, antennas bounce and sway procedurally. Add as child of Skeleton3D, configure spring chains (root bone, end bone, stiffness, damping, gravity, drag) in the Inspector.

See references/skeleton-modifiers.md for property reference table and recommended starting values per use-case (hair, antennas, capes).

Animation Markers (Godot 4.4+)

Markers define named points/regions within an animation clip — use them for subregion loops, section-based playback, and audio-synced events without splitting clips. Right-click the timeline → Add Marker → name it (e.g., hit_frame, loop_start). Read anim_player.current_animation_position and compare to marker times in code, or feed markers to AudioStreamInteractive for sync.

Animation Retargeting (Godot 4.3+)

Godot 4.3 retargets animations from one skeleton to another during .glb/.gltf import via SkeletonProfile (e.g., SkeletonProfileHumanoid). Animations then target generic profile bone names, so any matching skeleton can play them.

See references/retargeting.md for the full import-dock setup steps.


7. IKModifier3D — Solver Comparison (Godot 4.6+)

Godot 4.6 adds IKModifier3D, a base class for skeletal IK solvers, with eight subclasses covering the most common algorithms. These are SkeletonModifier3D children of Skeleton3D and work alongside other modifiers (e.g., LookAtModifier3D).

Pick the cheapest solver that fits the chain: TwoBoneIK3D for exactly-two-bone limbs (the common humanoid case), CCDIK3D for short non-2-bone chains, FABRIK3D for longer or variable-length chains, and JacobianIK3D only when rig accuracy matters more than CPU cost.

See references/ik-solver-comparison.md for the full solver comparison table and selection guidance.

See references/ik-recipes.md for the full GDScript and C# recipes — two-bone arm reach with influence blending (CCDIK3D), foot placement on uneven terrain (FABRIK3D + raycast), and basic FABRIK arm IK setup.


8. Common Recipes

Two gameplay-flavored animation recipes: a hit-flash modulate tween and a buffered attack combo using AnimationPlayer's Call Method track.

See references/common-recipes.md for the full GDScript and C# code (Hit Flash, Attack Combo with combo-window buffering).


9. Common Pitfalls

Quick symptom → cause → fix table covering animation snapping instead of blending, an inactive AnimationTree, travel() not transitioning, wrong track node paths, silent Call Method tracks, dead blend parameters, and per-frame play() resets.

See references/common-pitfalls.md for the full table.


10. Implementation Checklist

  • AnimationPlayer is a direct child of the animated node (not nested deeper)
  • All animation track node paths are valid (no broken references after scene restructuring)
  • AnimationTree active is set to true and anim_player points to the correct AnimationPlayer
  • State machine transitions have appropriate fade times (0.1–0.2s for responsive gameplay)
  • Looping animations (idle, walk, run) have loop mode set to Loop in the Animation panel
  • One-shot animations (attack, jump, death) have loop mode set to None
  • Call Method tracks are used for gameplay events (hitbox enable/disable, spawn projectiles, play SFX)
  • Blend parameters are set from gameplay code every frame (not just on state change)
  • animation_finished signal is connected for one-shot animations that need follow-up logic
  • Head/eye tracking uses LookAtModifier3D instead of manual bone rotation (Godot 4.4+)
  • Hair, capes, and tails use SpringBoneSimulator3D instead of custom physics scripts (Godot 4.4+)
  • Shared animation libraries use retargeting with SkeletonProfileHumanoid (Godot 4.3+)
  • Bone-to-bone aim/copy constraints use AimModifier3D / CopyTransformModifier3D instead of manual bone transform code (Godot 4.5+)
  • Arm/leg IK uses IKModifier3D subclasses (TwoBoneIK3D for two-bone limbs, FABRIK3D for longer chains) rather than custom IK scripts (Godot 4.6+)

© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 9 other files (references) in skills/animation-system of jame581/GodotPrompter.

  • SKILL.md
  • references/bone-constraints.md
  • references/common-pitfalls.md
  • references/common-recipes.md
  • references/ik-recipes.md
  • references/ik-solver-comparison.md
  • references/retargeting.md
  • references/skeleton-modifiers.md
  • references/sprite-animation.md
  • references/state-machine-examples.md

Open the folder on GitHubat commit 1e7d79d

Compare with similar skills

Godot Animation System next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

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Godot Admob Bannerpoingstudios/godot-admob-plugin632—~718Automated safety check: PassMIT
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Works with

Questions about Godot Animation System

What does Godot Animation System do?

Covers animation in Godot 4.3 and later: AnimationPlayer basics, AnimationTree blend trees and state machines, sprite animation, skeleton IK and code-driven motion. The skill opens with the choice between AnimationPlayer, which plays and queues individual clips and suits simple playback and one-shot effects, and AnimationTree, which adds blending, transitions and layered animation through state machines and blend trees. The rule of thumb is to start with AnimationPlayer and add AnimationTree when blending such as walk-run mixes, directional movement or upper and lower body layers is needed.

When should I use Godot Animation System?

Godot Animation System fits situations like: setting up AnimationPlayer clips for a Godot character; adding an AnimationTree with a state machine or blend tree; animating 2D sprites or driving animation from code; working with skeleton IK, bone constraints or retargeting.

How do I install Godot Animation System in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill animation-system -a claude-code`. Or copy the skill folder (skills/animation-system in jame581/GodotPrompter) into .claude/skills/animation-system in your project. Claude Code loads it when a task matches its description.

How do I install Godot Animation System in Codex?

Run `npx skills add jame581/GodotPrompter --skill animation-system -a codex`. Or copy the skill folder (skills/animation-system in jame581/GodotPrompter) into .agents/skills/animation-system in your project. Codex loads it when a task matches its description.

Can I use Godot Animation System in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill animation-system -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/animation-system, .gemini/skills/animation-system, .github/skills/animation-system and .opencode/skills/animation-system in your project.

What does Godot Animation System need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot Animation System is instructions for the agent only. Our summary lists: Godot 4.3 or newer.

Does Godot Animation System access the network?

SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.

Is Godot Animation System safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Godot Animation System use?

Godot Animation System is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Animation System use?

About 3.8k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 5.8k tokens, read only when the agent opens those files.

What are the alternatives to Godot Animation System?

Skills that share tags, products or a category with Godot Animation System: AI Game Art Pipeline (ybuild-ai/ai-game-art-pipeline-skill, 297 stars), Godot Admob App Open (poingstudios/godot-admob-plugin, 632 stars), Godot 3D World Building (thedivergentai/GD-Agentic-Skills, 821 stars) and Godot Admob Banner (poingstudios/godot-admob-plugin, 632 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Animation System?

jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 805 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 9, 2026.

Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.