Agent skill

Godot 2D Animation

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs.

LGPL-3.0Auto-check passedGame Development

Install Godot 2D Animation

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-2d-animation -a claude-code

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-2d-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/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-2d-animation .claude/skills/godot-2d-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
godot-2d-animation
GitHub stars
821
Token cost
~3.6k tokens
SKILL.md length
1,129 words
Files
18 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs.

  • Implementing sprite frame animations
  • SKILL.md covers NEVER Do, Available Scripts, Expert Decision Tree: Choosing… and Golden Path: One-Frame Sync…, plus 5 more sections
  • Procedural animation (squash/stretch)
  • Cutout bone hierarchies

What it does

Godot 2D Animation is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animationfinished, animationlooped, framechanged, frameprogress, setframeandprogress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0).

Its SKILL.md is about 3.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 19 other files, including scripts and reference files (for example `references/cutout-and-skeletal.md`, `references/expert-techniques.md` and `references/migration-notes.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: The official "Long-Term Memory" for Godot 4.7+ AI Agents. A high-density library of 99 expert skills and 27 genre blueprints, providing audited, strictly typed GDScript patterns… The licence is LGPL-3.0.

When your agent uses it

  • Implementing sprite frame animations
  • Procedural animation (squash/stretch)
  • Cutout bone hierarchies
  • Frame-perfect timing systems

Example prompts

  • “/godot-2d-animation”

What it can do on your machine

Read from SKILL.md and the folder at commit 4c4d0ff. 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 13 files in scripts/, which the agent can run.

    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 2D Animation loads about 3.6k tokens when it runs, and up to ~7.2k if it reads all its reference files. Until then it costs about 124 tokens; SKILL.md has 1,129 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~124
When it runs · the whole SKILL.md, loaded when a task matches
~3.6k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~7.2k

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 thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 1,129 words, ~3,641 tokens.

Download SKILL.mdSave it as .claude/skills/godot-2d-animation/SKILL.md (or your agent's skills folder). This skill also uses 17 other files; get the full folder from GitHub.
name
godot-2d-animation
description
Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animation_finished, animation_looped, frame_changed, frame_progress, set_frame_and_progress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0).

NEVER Do

  • NEVER use AnimatedTexture — This class is deprecated, highly inefficient in modern renderers, and may be removed in future Godot versions. Use AnimatedSprite2D or AnimationPlayer instead.
  • NEVER allow Tweens to fight over the same property — If multiple Tweens animate the same property, the last one created forcibly takes priority. Always assign your Tween to a variable and call kill() on the previous instance before creating a new one.
  • NEVER process kinematic movement outside the physics tick — If your AnimationPlayer moves a CharacterBody2D, ensure the AnimationPlayer's callback mode is set to Physics. Animating physics bodies during the Idle (render) frame breaks fixed timestep physics interpolation and causes stutter.
  • NEVER use animation_finished for looping animations — The signal only fires on non-looping animations. Use animation_looped instead for loop detection.
  • NEVER call play() and expect instant state changes — AnimatedSprite2D applies play() on the next process frame. Call advance(0) immediately after play() if you need synchronous property updates (e.g., when changing animation + flip_h simultaneously).
  • NEVER set frame directly when preserving animation progress — Setting frame resets frame_progress to 0.0. Use set_frame_and_progress(frame, progress) to maintain smooth transitions when swapping animations mid-frame.
  • NEVER forget to cache @onready var anim_sprite — The node lookup getter is surprisingly slow in hot paths like _physics_process(). Always use @onready.
  • NEVER mix AnimationPlayer tracks with code-driven AnimatedSprite2D — Choose one animation authority per sprite. Mixing causes flickering and state conflicts.
  • NEVER use paper-thin skeletons for deformation — 2D meshes require balanced vertex density. If your mesh deforms poorly, increase the vertex count near joints in the Mesh2D editor.

Available Scripts

MANDATORY: Read the script for the pattern you are implementing. Inline recipes that duplicated these scripts were removed — the script is the source of truth.

Do NOT Load (by scenario)
ScenarioLoadDo NOT Load
Single character / playerone_frame_sync_fix.gd, animation_state_sync.gd, optional animation_tree_step.gd / tween_lifecycle_manager.gdmultimesh_swarm_anim.gd, gpu_mesh_optimizer.gd (unless fill-rate profiling demands it)
Frame events / hitboxes / SFX syncanimation_sync.gd (+ AnimationPlayer method tracks)Swarm/MultiMesh scripts
Squash/stretch game-feelMANDATORY procedural_squash_stretch.gdInline landing-condition snippets in this skill
Cutout / IK limbsskeleton_2d_rig_helper.gdMultiMesh swarm scripts
Shader flash / dissolve on animshader_hook.gd—
Thousands of bats/fish/propsmultimesh_swarm_anim.gd (+ docs fish tutorial)Per-entity AnimatedSprite2D / Tween managers
Script index

Expert Decision Tree: Choosing the Right Animation Tool

ScenarioRecommended NodeExpert Insight
Isolated, pure frame-by-frame spritesheetsAnimatedSprite2DCannot animate non-visual properties or method tracks — escalate to AnimationPlayer when you need those.
Cutout animations, non-visual sync, audio/particlesAnimationPlayerOwns transforms, mesh deformation, method/value tracks.
Complex state machines, blending, locomotionAnimationTreeLogic graph over an AnimationPlayer; use travel() via animation_tree_step.gd.
Procedural, dynamic, fire-and-forget UI/fxTweenRuntime targets; always go through tween_lifecycle_manager.gd.
Swarms of thousands of entitiesMultiMeshInstance2D + ShaderLoad multimesh_swarm_anim.gd only; skip character sync scripts.

Golden Path: One-Frame Sync (play + advance(0))

When changing animation and sprite properties in the same frame, play() alone applies next process tick — one-frame glitch.

MANDATORY: Read one_frame_sync_fix.gd. Minimal contract:

gdscript
# After any play() that must match flip/modulate/etc. this frame:
anim.flip_h = dir < 0
anim.play(&"run")
anim.advance(0)  # force pose now

Related: animation_looped (loops) vs animation_finished (one-shots); use set_frame_and_progress when swapping skins mid-clip (see AnimatedSprite2D class docs).


Procedural Squash & Stretch

Do NOT paste landing snippets into agents. A prior body used an impossible condition (not is_on_floor() and is_on_floor()).

MANDATORY sole source: procedural_squash_stretch.gd — impact squash, velocity stretch, lerp recovery. Pair with godot-characterbody-2d / godot-2d-physics for floor/velocity authority.


Quick routing (scripts own the recipes)

  • Tween interrupt / flash loops → tween_lifecycle_manager.gd (never race two Tweens on one property).
  • AnimationTree travel → animation_tree_step.gd (start then travel).
  • IK foot plant → skeleton_2d_rig_helper.gd + SkeletonModification2DTwoBoneIK docs.
  • Fill-rate / swarms → gpu_mesh_optimizer.gd / multimesh_swarm_anim.gd per Do-NOT-Load table.
  • Pixel filter / shared SpriteFrames → Official Documentation (2D sprite animation, SpriteFrames); keep resources shared via preload.
Show full SKILL.md (468 more words)Show less

Expert insights (WHY — keep in body)

  • Hybrid cutout + cel — Animate bones for body motion; keyframe frame/texture on child sprites for hand/face swaps. WHY: transform-only motion is cheap; cel swaps stay art-directable without re-rigging.
  • GPU fill rate — Large transparent sprites waste fill rate. WHY: tight MeshInstance2D polygons skip transparent texels; pair with gpu_mesh_optimizer.gd.
  • Tween property fights — WHY: the last Tween on a property wins silently. Always kill() the prior instance (tween_lifecycle_manager.gd).
  • AnimationTree travel — WHY: StateMachine uses internal A* between states; call start() before travel() (animation_tree_step.gd).

Deep recipes (on demand)

TopicReference / script
Signals / frame events / skin swapsignals-and-frame-events.md
Cutout rigs / procedural IK feetcutout-and-skeletal.md
GPU mesh / swarms / memory streamingexpert-techniques.md
Frame metadata / spawn offsetsanimation_data_extractor.gd
Async SpriteFrames VRAMsprite_sheet_memory_manager.gd

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing work to a peer domain — do not preload the whole lattice.

Official Documentation
  • 2D sprite animation — Canonical AnimatedSprite2D + SpriteFrames workflow for frame-based sheets and signal timing.
  • Introduction to the animation features — When to graduate from spritesheets to AnimationPlayer for tracks, methods, and non-visual properties.
  • Cutout animation — Paper-doll hierarchies and hybrid cutout/cel setups before full skeletal IK.
  • 2D skeletons — Skeleton2D / Bone2D rigging, rest poses, and deformation expectations for cutout meshes.
  • Using AnimationTree — Blend spaces and state-machine graphs that drive an underlying AnimationPlayer.
  • Animation track types — Method/value/property tracks for frame-perfect SFX, hitboxes, and shader uniform hooks.
  • AnimatedSprite2D — play(), advance(), set_frame_and_progress(), and animation_looped vs animation_finished contracts.
  • SpriteFrames — Shared frame resources, loop flags, and per-animation timing used by AnimatedSprite2D.
  • Tween — Runtime squash/stretch and interruptible one-shot motion without baking AnimationPlayer clips.
  • Animating thousands of fish — GPU vertex / MultiMesh patterns for swarm motion that must leave the node tree.
  • SkeletonModification2DTwoBoneIK — Lightweight two-bone IK for procedural foot/hand planting on Skeleton2D stacks.
Prerequisites
  • godot-animation-player — AnimationPlayer ownership, callback modes, and track authoring that this skill’s hybrid/cutout patterns assume.
  • godot-characterbody-2d — Physics-tick movement so animated CharacterBody2D motion stays on the fixed timestep.
  • godot-signal-architecture — Safe wiring for animation_finished / animation_looped / frame_changed without lifecycle leaks.
Complements
  • godot-animation-tree-mastery — Deepen blend trees, OneShot layers, and travel() pathfinding beyond the 2D locomotion basics here.
  • godot-tweening — Broader Tween composition when squash/stretch or UI pops outgrow inline create_tween() snippets.
  • godot-shaders-basics — CanvasItem shader uniforms driven by AnimationPlayer tracks or MultiMesh swarm materials.
  • godot-2d-physics — Impact velocity, raycasts for IK targets, and interpolation rules that feed procedural deformation.
  • godot-state-machine-advanced — Gameplay FSMs that should own intent while AnimationTree/AnimatedSprite2D own presentation.
  • godot-particles — Dust, hit sparks, and trails spawned from method tracks or frame events.
  • godot-adapt-3d-to-2d — Directional sheets, billboards, and fake-depth sorting that still use 2D animation nodes.
Downstream / consumers
  • godot-genre-platformer — Jump/land/run presentation stacks consume sync, squash/stretch, and state-machine travel patterns.
  • godot-genre-fighting — Frame-perfect hitboxes and method tracks depend on AnimationPlayer + AnimatedSprite2D discipline here.
  • godot-resource-data-patterns — Shared .tres SpriteFrames and skin packs for memory-safe multi-instance characters.
Master
  • godot-master — Library router and mirrored module entry for cross-skill discovery.

© thedivergentai, LGPL-3.0. 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 17 other files (scripts, references) in skills/godot-2d-animation of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/cutout-and-skeletal.md
  • references/expert-techniques.md
  • references/migration-notes.md
  • references/signals-and-frame-events.md
  • scripts/animation_data_extractor.gd
  • scripts/animation_state_sync.gd
  • scripts/animation_sync.gd
  • scripts/animation_tree_step.gd
  • scripts/gpu_mesh_optimizer.gd
  • scripts/multimesh_swarm_anim.gd
  • scripts/one_frame_sync_fix.gd
  • scripts/procedural_squash_stretch.gd
  • scripts/procedural_walker_2d.gd
  • scripts/shader_hook.gd
  • scripts/skeleton_2d_rig_helper.gd
  • scripts/sprite_sheet_memory_manager.gd
  • scripts/tween_lifecycle_manager.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot 2D 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.

Godot 2D Animation compared with similar skills
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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 Godot 2D Animation

What does Godot 2D Animation do?

Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Godot 2D Animation is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs.

When should I use Godot 2D Animation?

Godot 2D Animation fits situations like: implementing sprite frame animations; procedural animation (squash/stretch); cutout bone hierarchies; frame-perfect timing systems.

How do I install Godot 2D Animation in Claude Code?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-2d-animation -a claude-code`. Or copy the skill folder (skills/godot-2d-animation in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-2d-animation in your project. Claude Code loads it when a task matches its description.

How do I install Godot 2D Animation in Codex?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-2d-animation -a codex`. Or copy the skill folder (skills/godot-2d-animation in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-2d-animation in your project. Codex loads it when a task matches its description.

Can I use Godot 2D 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 thedivergentai/GD-Agentic-Skills --skill godot-2d-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/godot-2d-animation, .gemini/skills/godot-2d-animation, .github/skills/godot-2d-animation and .opencode/skills/godot-2d-animation in your project.

What does Godot 2D Animation need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot 2D Animation is instructions for the agent only.

Does Godot 2D Animation 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 2D 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 Godot 2D Animation use?

Godot 2D Animation is published under the LGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot 2D Animation use?

About 3.6k 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 3.6k tokens, read only when the agent opens those files.

What are the alternatives to Godot 2D Animation?

Skills that share tags, products or a category with Godot 2D 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 Godot 2D Animation?

thedivergentai (a GitHub user) maintains it in thedivergentai/GD-Agentic-Skills, which has 821 GitHub stars. The repository holds 98 skills in this directory. The repository was last updated on September 9, 2026.

Source: thedivergentai/GD-Agentic-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.