Agent skill

Scenario Godot Animation

by scenario-labs in scenario-labs/skills

A skill your agent uses when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop…

MITAuto-check passedGame Development

Install Scenario Godot Animation

skills CLI
$ npx skills add scenario-labs/skills --skill scenario-godot-animation -a claude-code

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

GitHub CLI
$ gh skill install scenario-labs/skills scenario-godot-animation --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/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/game-engines/godot/scenario-godot-animation .claude/skills/scenario-godot-animation && 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
scenario-godot-animation
GitHub stars
946
Token cost
~4.7k tokens
SKILL.md length
2,098 words
Files
21 (incl. scripts, references)
Skills in repo
146
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop…

  • Works in 7 steps: Source of motion: Mixamo or other FBX,… → Rig: humanoid (SkeletonProfileHumanoid… → Locomotion model: velocity-driven… → …
  • Animating characters
  • SKILL.md covers Stance, Establish first, Workflow with gates and Expert checklist (state these…, plus 6 more sections
  • Calls npx

What it does

Scenario Godot Animation is an agent skill from scenario-labs/skills. Use when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop settings, BoneMap retargeting and shared animation libraries, root motion, foot sliding, foot IK with TwoBoneIK3D or custom SkeletonModifier3D, tweens, SpringArm3D cameras, cutscenes; or when a character T-poses, slides, floats, freezes mid-blend or a transition never fires.

Its SKILL.md is about 4.7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 24 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/gui-paths.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.

When your agent uses it

  • Animating characters
  • Scenes in Godot 4.7: AnimationPlayer clips and RESET
  • AnimationTree state machines and blend spaces built in code
  • BoneMap retargeting and shared animation libraries

Example prompts

  • “/scenario-godot-animation”

Requirements

  • Node.js

Workflow steps

7 steps, taken from the first numbered list in SKILL.md.

  1. Source of motion: Mixamo or other FBX, Blender glTF, mocap, hand-keyed in Godot, procedural only.
  2. Rig: humanoid (SkeletonProfileHumanoid fits) or custom; T-pose or A-pose rest; real Root bone or not.
  3. Locomotion model: velocity-driven (in-place clips) or root motion; target speeds if the design fixes them.
  4. Layers needed: upper-body actions, aim or look-at, foot IK on uneven ground, hit reactions.
  5. Characters sharing clips, and their height range.
  6. Cutscenes: length, camera count, whether gameplay must be frozen, dialogue system in use.
  7. Physics tick, renderer and target hardware (for IK and modifier cost).

What it can do on your machine

Read from SKILL.md and the folder at commit f6f8ab7. 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

    Ships 11 files in scripts/, which the agent can run.

    Shell commands in SKILL.md call:

    • npx

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

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    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

Scenario Godot Animation loads about 4.7k tokens when it runs, and up to ~19k if it reads all its reference files. Until then it costs about 119 tokens; SKILL.md has 2,098 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~119
When it runs · the whole SKILL.md, loaded when a task matches
~4.7k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~19k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 2,098 words, ~4,656 tokens.

Download SKILL.mdSave it as .claude/skills/scenario-godot-animation/SKILL.md (or your agent's skills folder). This skill also uses 20 other files; get the full folder from GitHub.
name
scenario-godot-animation
description
Use when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop settings, BoneMap retargeting and shared animation libraries, root motion, foot sliding, foot IK with TwoBoneIK3D or custom SkeletonModifier3D, tweens, SpringArm3D cameras, cutscenes; or when a character T-poses, slides, floats, freezes mid-blend or a transition never fires.
license
MIT

Godot animation (animator and technical animator)

Target: Godot 4.7.2.stable, macOS, Forward+ with Jolt Physics. Every procedure in references/procedures.md was run live in 4.7.2 on 2026-10-02 against a procedurally built humanoid, so nothing needs a download.

Stance

  • Measure motion, do not eyeball it. A walk has one correct ground speed: the speed at which the planted foot stops sliding. Measure it from the clip (anim_motion.gd:foot_speed) and use that number for BlendSpace points and the controller. On a retargeted body the speed scales with Skeleton3D.motion_scale (a 1.15x body walked 1.38 m/s on a 1.2 m/s clip).
  • Code decides, the animation layer presents. Gameplay owns velocity and state; the AnimationTree only reads them through advance expressions or parameters. The controller must still work with the tree removed (Fair Fight, jzuvd0Lstuw 00:05:46).
  • Look at exact times. Seek or step to fixed times and open a contact sheet (gd_anim.pose_sheet). Real-time captures land on random frames.
  • A layer must say which bones it owns. Partial clips do not stay partial: glTF export pads every clip with every animated joint, and an unfiltered OneShot under the default deterministic blending snaps every unlisted bone to RESET. Filters, not missing tracks, define layers.
  • Choose the driver per motion. Velocity-driven locomotion with in-place clips keeps control responsive; root motion suits one-shot moves (dodge, climb, vault) where the feet must stay planted [added]. A tree suits a normal locomotion set; very large move sets or many procedural layers favor code plus SkeletonModifier3D layers (the experts disagree: Fair Fight against trees, xpoPfUKI9tw; RiftOfNostaria, Bitlytic and Chris for them). Tweens for runtime values with unknown starts, AnimationPlayer for authored multi-property curves (Queble, KUyQzjpRsU8 00:01:48).
  • Silent failures are the norm here. A BoneMap naming bones that do not exist, an expression transition at advance mode Enabled, a missing RESET key: each produced no error in 4.7.2. Audit after every import and every tree change. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

Establish first

Ask once, then run:

  1. Source of motion: Mixamo or other FBX, Blender glTF, mocap, hand-keyed in Godot, procedural only.
  2. Rig: humanoid (SkeletonProfileHumanoid fits) or custom; T-pose or A-pose rest; real Root bone or not.
  3. Locomotion model: velocity-driven (in-place clips) or root motion; target speeds if the design fixes them.
  4. Layers needed: upper-body actions, aim or look-at, foot IK on uneven ground, hit reactions.
  5. Characters sharing clips, and their height range.
  6. Cutscenes: length, camera count, whether gameplay must be frozen, dialogue system in use.
  7. Physics tick, renderer and target hardware (for IK and modifier cost).

Workflow with gates

  1. Kit and project. gd_anim.install_animkit(P); confirm project.godot has Jolt for 3D and the brief's renderer. Gate: the kit's jobs return ok.

  2. Import. Name cycles with a loop hint (Walk-loop), import once, then set options in the .import file (gd_anim.set_import_options, P3) and run --import. Turn on animation/import_rest_as_RESET. Gate: gd_anim.audit has no flags; every cycle loops; RESET exists.

  3. Retarget. Build the BoneMap from the imported bone names (anim_import.gd:make_bonemap, P4); : becomes _ on import. Gate: skeleton is %GeneralSkeleton, bones renamed, sampled poses within 2 mm of the source.

  4. Share. Import clips As Animation Library, give each body its own BoneMap, attach with anim_setup.gd:share_library (P5). Gate: 0 unresolved tracks, identical track layout.

  5. Speeds. foot_speed per cycle and per body (P9). Gate: controller and BlendSpace speeds within 2 percent.

  6. Tree. Build in code (anim_tree.gd, P6): BlendTree root, StateMachine inside, BlendSpace1D with sync, OneShot with a filter, TimeScale. Gate: drive with scripted input gives the expected state list and times; tree audit clean. The transition helper that passed the drive test:

    gdscript
    static func transition(expr: String, at_end: bool, xfade: float) -> AnimationNodeStateMachineTransition:
        var t := AnimationNodeStateMachineTransition.new()
        t.xfade_time = xfade
        t.advance_mode = AnimationNodeStateMachineTransition.ADVANCE_MODE_AUTO   # default Enabled never auto-fires
        if at_end:
            t.switch_mode = AnimationNodeStateMachineTransition.SWITCH_MODE_AT_END
        if expr != "":
            t.advance_expression = expr        # read on tree.advance_expression_base_node
        return t
    # sm.add_transition(&"Ground", &"Fall", transition("not on_floor and not jump_pressed", false, 0.2))

    Drive it from gameplay with tree.set("parameters/sm/Ground/blend_position", speed) and the state node's properties; fire actions with tree.set("parameters/act/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE).

  7. Layers and IK. OneShot filters (P7), FootPlacer plus TwoBoneIK3D (P10). Gate: foot within 2 cm of the target on a step, a hole and a 15 deg slope, read in skeleton_updated. Modifiers run in child order, so the placer (targets and hips) goes before the solver:

    gdscript
    var ik := TwoBoneIK3D.new()
    skeleton.add_child(ik)                       # after FootPlacer
    ik.setting_count = 2
    for i in 2:
        var side: String = ["Left", "Right"][i]   # := cannot infer from an array index
        ik.set_root_bone_name(i, side + "UpperLeg")
        ik.set_middle_bone_name(i, side + "LowerLeg")
        ik.set_end_bone_name(i, side + "Foot")
        ik.set_target_node(i, ik.get_path_to(targets[i]))
        ik.set_pole_node(i, ik.get_path_to(knee_poles[i]))      # 0.6 m in front of the knee
        ik.set_pole_direction(i, SkeletonModifier3D.SECONDARY_DIRECTION_PLUS_Z)
    skeleton.skeleton_updated.connect(_check_feet)   # final pose, after every modifier and influence

    Lower influence while running and set it to 0 in the air, so authored motion shows through (Lukky, MbaPDWfbNLo 00:09:30).

  8. Camera and cutscene. SpringArm3D with a sphere shape (P12); one AnimationPlayer timeline (P13). Gate: call order and times, camera at checkpoints, animation_finished, section playback.

  9. Look. Pose sheets: T-pose front and side, 8 walk phases, each state, IK terrain, cutscene timeline (P14). Gate: every sheet opened and described.

Expert checklist (state these in the plan)

  • Modifier output is rolled back every frame (Fair Fight XFZQNsFejwk 00:02:04; P10 reads the animated pose a frame later). Fine for post effects; when modifiers own the pose, put pose_persist.gd with role RESTORE first and SNAPSHOT last: an incremental 5 deg modifier then reached 60 deg in 12 frames instead of staying at 5 (P16). RESTORE overrides the animation, so never use it on top of a playing clip.
  • IK solves position only. TwoBoneIK3D left the foot 12.1 deg off a 15 deg slope; a CopyTransformModifier3D after it (rotation only, reference type Node, an align node with the ground tilt) brought it to 0.0 deg without moving the foot (P16; Lukky MbaPDWfbNLo 00:07:49).
  • Deterministic IK solves from scratch each frame; a one-iteration chain needs the angle limit at the full 180 deg (Lukky 00:04:46). deterministic defaults to false on IterateIK3D; turn it on for stepping legs (MeroDev 17xi4vDqQJk 00:02:28).
  • Bezier and property tracks cannot blend (docs): the tree blends value, position, rotation and scale tracks.
  • Call Method tracks do not run in the editor preview (docs): test them in a run (P13).
  • Capture update mode blends from the current value to the first key: a property at 5 with a key 10 at 0.5 s read 7.5 at 0.25 s under play_with_capture (P16).
  • Cache find_track in a path-to-index map when scripts sample many tracks: Fair Fight measured 1.5 to 3x on large rigs (XFZQNsFejwk 00:04:03 to 00:06:45); on the 22-track test rig in GDScript, 1.2x (P16). It needs one track layout across clips, so turn off animation/remove_immutable_tracks.
  • Gate one-shots on animation_finished plus a flag, or the next frame's locomotion call replaces the hit clip (DevWorm GMyw3eHDw7s 00:22:58). Measured: "hurt" held for its 0.4 s, then walk resumed (P16).
  • Blender source. Rigify Limb Segments 1 and Game Friendly single root before export (CoderNunk 0wMONEpEXpQ 00:00:19, 00:01:23). nodes/apply_root_scale (default true) bakes import scale into meshes and clips, root stays at 1 (docs).
  • BlendSpace2D for 4-way sprites: points at plus or minus 1, axis range plus or minus 1.1 so diagonals snap to left and right; 2D up is negative Y (Chris WrMORzl3g1U 00:09:20, 00:13:09).

Numbers

WhatValueSource
Human walk, run ground speedabout 1.2 to 1.5 m/s walk, 3 to 4 m/s jog [added]measure the clip instead (P9)
No-slide speed measuredwalk 1.200, run 3.504 m/s on clips built for 1.2 and 3.5P9
Foot-slide toleranceplanted foot under 0.1 m/s; speeds within 2 percent [added]baseline G5, P9
Locomotion crossfade0.1 to 0.2 s; landing 0.05 s; Land to Ground at end with 0.15 sP6
Import FPS30 (default animation/fps)importer
motion_scale after Normalize Position Trackssource hip height (0.97 m test rig)P4
IK foot errorunder 2 cm required, under 0.1 mm measuredP10
FootPlacer ray0.5 m above to 1.0 m below the animated foot; hips drop clamp 0.35 mP10
Spring armsphere r 0.2 stops 0.2 m plus margin 0.01 m short of a wallP12
IterateIK3D defaultsmax_iterations 4, min_distance 0.001, angular_delta_limit 2 deg, deterministic falseclass reference
Tween stagger0.05 s per item, 0.2 s per tweenP11; aagPe4dvM2M 00:04:04
Modifier costFair Fight halved a 2 ms overlay with incremental global transformsXFZQNsFejwk 00:14:07
Show full SKILL.md (806 more words)Show less

Quality gates

Score with references/critique.md; record each live check as "run in Godot 4.7.2 on <date>: pass, key numbers" and mark anything not run "not yet run" with the reason. Blocking: every track resolves; cycles loop and RESET covers every animated path; speeds match the measured no-slide speeds; the tree passes a scripted drive; a pose sheet was opened. Also: no overwrite_axis or other keys missing from 4.7.2 in .import edits; no SkeletonIK3D in new code; IK results read in skeleton_updated or modification_processed, never from _process.

Common mistakes

  • BoneMap with mixamorig: names. Godot imports mixamorig_Hips; the map matches nothing, the skeleton is still renamed GeneralSkeleton, every library track fails to resolve, and nothing is printed. Build the map from imported names; the audit flags a GeneralSkeleton with no Hips.

  • Expression transitions left at advance mode Enabled. They never fire. Set ADVANCE_MODE_AUTO (2) on every transition driven by an expression or condition.

  • Two auto transitions true in one frame. A jump that clears on_floor went Ground to Fall, skipping JumpUp. Guard the expression (not on_floor and not jump_pressed) or give the jump transition priority 0.

  • Unfiltered OneShot or Add with a partial clip. Deterministic (the AnimationTree default): unlisted bones go to RESET, the character T-poses. Non-deterministic: they freeze. Filter the node.

  • No RESET. Imported files have none by default; blends and saved scenes then start from rest or zero. animation/import_rest_as_RESET, or author RESET upstream (Blargis, ghYilg9cq-I 00:02:39).

  • Reading IK results in _process. You get the animated pose. Read in Skeleton3D.skeleton_updated (final, after influence) or in the modifier's modification_processed (100 percent, before influence).

  • Root motion on Hips. It wobbles; insert a real Root (FinePointCGI, fq0hR2tIsRk 00:04:35). Velocity is basis * get_root_motion_position() / delta.

  • Speed constants on retargeted bodies. A taller body has a longer stride through motion_scale; re-measure per body.

  • Tweens without a kill guard. Two tweens on one property both write every frame (Queble, KUyQzjpRsU8 00:02:54). Keep a reference and kill() it.

  • Method tracks in a headless or skipped cutscene. Default Deferred calls wait for a frame; a loop that never yields fires them all at the end. Use Immediate, or yield frames.

  • Editing tree nodes at runtime. They are shared by every instance of the scene; per-character values belong in parameters/....

  • Ray-only spring arm. The camera lands on the wall plane; give the arm a sphere shape.

  • Cameras keyed without a look target. A cutscene camera whose rotation keys drift lost the hero for the last 5 s; check framing on the timeline sheet, not on the first and last key.

  • Library loaded on a body with its own clips. Skip Import on the second character's AnimationPlayer so only the shared library plays (Quilled, nb6uSeEZFCI 00:04:36).

Handoffs

  • scenario-godot-expert: run protocol, gd_run, capture and review tools. Read it first.
  • scenario-godot-gameplay: the CharacterBody3D controller and the state the tree reads; hitboxes from method tracks.
  • scenario-godot-3d-world: collision layers for FootPlacer and spring arm; IK test geometry.
  • scenario-godot-pipeline-automation: batch import and .import edits at scale, CI runs.
  • scenario-godot-ui, scenario-godot-vfx, scenario-godot-audio: menu motion beyond tweens; effects and sounds keyed from clips and cutscenes.
  • scenario-godot-performance-export: modifier and tree cost on target hardware.
  • blender- skills:* Root bone, Rigify Game Friendly export, NLA push-down, loop hints at the source.

Godot 4.7 notes

  • IK family since 4.6 on SkeletonModifier3D: TwoBoneIK3D, FABRIK3D, CCDIK3D, JacobianIK3D, SplineIK3D; settings are per index (set_root_bone_name(i, ...), set_target_node(i, path), set_pole_node, set_pole_direction). SkeletonIK3D is deprecated.
  • Custom modifiers override _process_modification_with_delta(delta); _process_modification() is deprecated. Do not apply influence yourself.
  • retarget/rest_fixer/retarget_method (0 None, 1 Overwrite Axis default, 2 Use Retarget Modifier) replaces any overwrite_axis key; RetargetModifier3D exists for runtime retargeting (not run here).
  • tween_await(signal).set_timeout(s) is new in 4.7; tween_subtween since 4.4.
  • Animation markers and play_section_with_markers (4.3+); Animation.length is a double in 4.7; animation names are StringName.
  • AnimationMixer is the base of AnimationPlayer and AnimationTree: root_motion_track, deterministic (false on the player, true on the tree), callback_mode_process, callback_mode_method.
  • Observed in 4.7.2 (P6): priority (lower wins) also decides between auto transitions that are true in the same frame, not only travel() paths; travel() called before the first advance() starts the machine in that state without error; a transition's default advance_mode is Enabled (travel only).
  • Observed (P10): modification_processed reports the modifier's result before influence; skeleton_updated gives the blended final pose; outside both, bone poses read as animated.
  • Observed (P3): a hand-edited .import is applied by a plain --import; loop-hint suffixes are stripped from clip names, a loop prefix is kept; . in clip names becomes _.
  • Skeleton3D refuses : and / in bone names; its error string for that is malformed in 4.7.2 (logged in tests/OPEN_ISSUES.md).

References

© scenario-labs, 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 20 other files (scripts, references) in skills/game-engines/godot/scenario-godot-animation of scenario-labs/skills.

  • SKILL.md
  • references/critique.md
  • references/expert-notes.md
  • references/gui-paths.md
  • references/procedures.md
  • references/sources.md
  • scripts/agentkit/animation/anim_audit.gd
  • scripts/agentkit/animation/anim_capture.gd
  • scripts/agentkit/animation/anim_cutscene.gd
  • scripts/agentkit/animation/anim_ik.gd
  • scripts/agentkit/animation/anim_import.gd
  • scripts/agentkit/animation/anim_motion.gd
  • scripts/agentkit/animation/anim_rig.gd
  • scripts/agentkit/animation/anim_setup.gd
  • scripts/agentkit/animation/anim_tree.gd
  • scripts/agentkit/animation/anim_tween.gd
  • scripts/agentkit/animation/cutscene_director.gd
  • … and 4 more

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

Scenario Godot Animation 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.

Scenario Godot Animation compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Scenario Godot Animation this skillscenario-labs/skills946—~4.7kAutomated safety check: PassMIT
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration285—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Scenario Godot Animation

What does Scenario Godot Animation do?

A skill your agent uses when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop…. Scenario Godot Animation is an agent skill from scenario-labs/skills.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop settings, BoneMap retargeting and shared animation libraries, root motion, foot sliding, foot IK with TwoBoneIK3D or custom SkeletonModifier3D, tweens, SpringArm3D cameras, cutscenes; or when a character T-poses, slides, floats, freezes mid-blend or a transition never fires.

When should I use Scenario Godot Animation?

Scenario Godot Animation fits situations like: animating characters; scenes in Godot 4.7: AnimationPlayer clips and RESET; animationTree state machines and blend spaces built in code; boneMap retargeting and shared animation libraries.

How do I install Scenario Godot Animation in Claude Code?

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

How do I install Scenario Godot Animation in Codex?

Run `npx skills add scenario-labs/skills --skill scenario-godot-animation -a codex`. Or copy the skill folder (skills/game-engines/godot/scenario-godot-animation in scenario-labs/skills) into .agents/skills/scenario-godot-animation in your project. Codex loads it when a task matches its description.

Can I use Scenario Godot Animation 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 scenario-labs/skills --skill scenario-godot-animation -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scenario-godot-animation, .gemini/skills/scenario-godot-animation, .github/skills/scenario-godot-animation and .opencode/skills/scenario-godot-animation in your project.

What does Scenario Godot Animation need to run?

Going by SKILL.md and its folder, Scenario Godot Animation needs the command-line tools its instructions call (npx). Our summary lists: Node.js.

Does Scenario Godot Animation access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Scenario Godot Animation 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Scenario Godot Animation use?

Scenario Godot Animation is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Scenario Godot Animation use?

About 4.7k tokens (SKILL.md is roughly 19k 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 14k tokens, read only when the agent opens those files.

What are the alternatives to Scenario Godot Animation?

Skills that share tags, products or a category with Scenario Godot Animation: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Godot Animation?

scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.

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