Agent skill

Godot Animation Player

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and…

LGPL-3.0Auto-check passedGame Development

Install Godot Animation Player

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

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-animation-player --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-animation-player .claude/skills/godot-animation-player && 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-animation-player
GitHub stars
821
Token cost
~2.8k tokens
SKILL.md length
757 words
Files
18 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and…

  • Timeline-based animations
  • SKILL.md covers NEVER Do, Available Scripts (MANDATORY…, Critical WHY (keep in body) and Track decision matrix, plus 5 more sections
  • Keywords: AnimationPlayer
  • Animationfinished

What it does

Godot Animation Player is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and RESET tracks. Use for timeline-based animations, cutscenes, or UI transitions. Trigger keywords: AnimationPlayer, Animation, trackinsertkey, rootmotion, animationfinished, RESETtrack, callmode, animationsetnext, queue, blendtimes.

Its SKILL.md is about 2.8k 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/edge-cases.md`, `references/migration-notes.md` and `references/root-motion-and-sequences.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

  • Timeline-based animations
  • Keywords: AnimationPlayer
  • Animationfinished
  • Animationsetnext

Example prompts

  • “/godot-animation-player”

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 Animation Player loads about 2.8k tokens when it runs, and up to ~5.1k if it reads all its reference files. Until then it costs about 115 tokens; SKILL.md has 757 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~115
When it runs · the whole SKILL.md, loaded when a task matches
~2.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~5.1k

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). 757 words, ~2,754 tokens.

Download SKILL.mdSave it as .claude/skills/godot-animation-player/SKILL.md (or your agent's skills folder). This skill also uses 17 other files; get the full folder from GitHub.
name
godot-animation-player
description
Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and RESET tracks. Use for timeline-based animations, cutscenes, or UI transitions. Trigger keywords: AnimationPlayer, Animation, track_insert_key, root_motion, animation_finished, RESET_track, call_mode, animation_set_next, queue, blend_times.

AnimationPlayer

Timeline-based keyframe animation: track choice, RESET, root motion, libraries — scripts own recipes.

NEVER Do

  • NEVER forget RESET tracks — Animated properties otherwise stick across scene changes.
  • NEVER use Animation.CALL_MODE_CONTINUOUS for one-shot logic — Use CALL_MODE_DISCRETE.
  • NEVER animate embedded resource properties directly — Prefer instance uniforms / owned materials.
  • NEVER use animation_finished for looping clips — Use animation_looped or poll current_animation.
  • NEVER hardcode animation name strings at scale — Constants / StringName.
  • NEVER seek() without update=true when same-frame reads matter.
  • NEVER leave off-screen visual-only players active — Cull with notifiers.
  • NEVER mutate a playing AnimationLibrary — Stop / wait for finished first.
  • NEVER rely on speed_scale for long sync — Prefer seek() against a shared clock.

Available Scripts (MANDATORY triggers)

Open the matching script before implementing that pattern. Deep recipes: track-authoring.md, root-motion-and-sequences.md, edge-cases.md.

NeedScript
Method-track hit/state keysmethod_track_logic.gd
Stance/weapon library swapruntime_anim_lib_swapper.gd
Shader uniform timelinesdynamic_shader_animation.gd
Runtime track tweakprocedural_track_modifier.gd
Forced RESET orchestrationreset_track_orchestrator.gd
Bezier → procedural drivebezier_curve_extraction.gd
Off-screen active cullactive_animation_culler.gd
Root motion ↔ physicsroot_motion_physics_sync.gd
Part/equipment trackscharacter_part_swapper_tracks.gd
TYPE_AUDIO footstep syncprecise_audio_sync.gd
Queue/branch sequencesanimation_sequencer.gd
Code-built Animation resourcesprogrammatic_anim.gd
Alt audio-track setup notesaudio_sync_tracks.gd

Critical WHY (keep in body)

  • CALL_MODE_CONTINUOUS invokes the method every frame across the key span — one-shot hitboxes/VFX need CALL_MODE_DISCRETE.
  • Animating embedded sub-resource properties (e.g. material.albedo_color) duplicates resources into the scene — use instanced materials / shader_parameter/* tracks.
  • animation_finished does not fire on looping clips — use animation_looped or poll current_animation.
  • Mutating a playing AnimationLibrary crashes or leaves bad transforms — stop or await finished before swap.
  • speed_scale drifts for rhythm/multiplayer — shared-clock seek(t, true) for long sync.

Track decision matrix

TrackUse whenAvoid when
ValueAnimate properties (pos, modulate, uniforms)One-off runtime juice → Tween
MethodHitboxes, SFX hooks, state flips at timestampsCONTINUOUS call mode / missing method on path
AudioFootsteps / VO locked to framesLoose AudioStreamPlayer.play() drift
BezierCustom easing curves sampled at runtimeSimple linear fades

Track authoring samples → track-authoring.md.

Root motion (physics)

CharacterBody3D + Skeleton3D + AnimationPlayer: extract with get_root_motion_position() / rotation on the physics tick — root_motion_physics_sync.gd. Walk cycles that only move bones leave the body collider behind.

Sequences, blends, RESET

  • Chain: animation_set_next / queue / animation_sequencer.gd.
  • Blend times for walk↔run polish; play("run", -1, 1.0, 0.5) or set_default_blend_time.
  • Always author a RESET clip with defaults; enable Reset on Save when editing.
  • Reverse playback: play("clip", -1, -1.0) for doors/cinematic rewind.

Full recipes → root-motion-and-sequences.md.

AnimationPlayer vs Tween

NeedPrefer
Timeline / many properties / reusableAnimationPlayer
One-shot runtime / interruptibleTween (godot-tweening)

Expert architecture (scripts)

PatternScriptWHY
Shared humanoid librariesruntime_anim_lib_swapper.gdOne library, many models — play lib/clip
Decoupled timeline eventsmethod_track_logic.gdMethod track → signaler → gameplay listeners
Off-screen CPU budgetactive_animation_culler.gdactive = false or manual advance()
Code-built clipsprogrammatic_anim.gdDynamic targets not in FBX

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.

Show full SKILL.md (300 more words)Show less
Official Documentation
  • Introduction to the animation features — When AnimationPlayer owns timelines vs Tweens/sprites, and how libraries, RESET, and the editor fit together.
  • Animation track types — Value, Method, Bezier, and Audio tracks plus call-mode and keying rules this skill’s patterns depend on.
  • AnimationPlayer — play/queue/seek, blend times, animation_finished vs animation_looped, and active culling.
  • Animation — Track APIs (track_insert_key, call modes, audio/bezier helpers) and length/loop metadata.
  • AnimationLibrary — Shared stance/weapon clip packs added via add_animation_library without duplicating tracks per model.
  • AnimationMixer — Root-motion getters, callback process modes, and advance() used by physics sync and budget managers.
  • Using AnimationTree — When blends/state machines should drive an underlying AnimationPlayer instead of manual queue.
  • Tween — Runtime one-shot motion counterpart for the AnimationPlayer-vs-Tween decision matrix.
  • Adding animations (Your first 3D game) — Practical import → AnimationPlayer play loop before advanced track authoring.
  • VisibleOnScreenNotifier3D — Screen enter/exit signals used to toggle AnimationPlayer.active for off-screen CPU savings.
Prerequisites
  • godot-signal-architecture — Safe animation_finished / animation_looped / custom method-track signaling without lifecycle leaks.
  • godot-resource-data-patterns — Shared .tres AnimationLibrary ownership so runtime swaps do not duplicate or mutate playing resources unsafely.
  • godot-gdscript-mastery — Typed programmatic track generation, path strings, and Dictionary method-track payloads.
Complements
  • godot-animation-tree-mastery — Blend trees, OneShot layers, and travel() when locomotion outgrows AnimationPlayer queue/set_next.
  • godot-2d-animation — AnimatedSprite2D / Skeleton2D presentation that still relies on AnimationPlayer method and property tracks.
  • godot-tweening — Interruptible runtime tweens when baking a full Animation resource would be overkill.
  • godot-shaders-basics — ShaderMaterial uniforms driven by value tracks (shader_parameter/*) without embedding materials.
  • godot-audio-systems — Bus/voice pooling around TYPE_AUDIO tracks and footstep/SFX timing on the timeline.
  • godot-physics-3d — CharacterBody3D integration for root-motion position/rotation extraction on the physics tick.
Downstream / consumers
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-animation-player of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/edge-cases.md
  • references/migration-notes.md
  • references/root-motion-and-sequences.md
  • references/track-authoring.md
  • scripts/active_animation_culler.gd
  • scripts/animation_sequencer.gd
  • scripts/audio_sync_tracks.gd
  • scripts/bezier_curve_extraction.gd
  • scripts/character_part_swapper_tracks.gd
  • scripts/dynamic_shader_animation.gd
  • scripts/method_track_logic.gd
  • scripts/precise_audio_sync.gd
  • scripts/procedural_track_modifier.gd
  • scripts/programmatic_anim.gd
  • scripts/reset_track_orchestrator.gd
  • scripts/root_motion_physics_sync.gd
  • scripts/runtime_anim_lib_swapper.gd

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Animation Player 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 Animation Player compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Animation Player this skillthedivergentai/GD-Agentic-Skills821—~2.8kAutomated safety check: PassLGPL-3.0
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 Godot Animation Player

What does Godot Animation Player do?

Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and…. Godot Animation Player is an agent skill from thedivergentai/GD-Agentic-Skills. Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and RESET tracks.

When should I use Godot Animation Player?

Godot Animation Player fits situations like: timeline-based animations; keywords: AnimationPlayer; animationfinished; animationsetnext.

How do I install Godot Animation Player in Claude Code?

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

How do I install Godot Animation Player in Codex?

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

Can I use Godot Animation Player 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-animation-player -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-animation-player, .gemini/skills/godot-animation-player, .github/skills/godot-animation-player and .opencode/skills/godot-animation-player in your project.

What does Godot Animation Player need to run?

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

Does Godot Animation Player 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 Player 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 Animation Player use?

Godot Animation Player 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 Animation Player use?

About 2.8k tokens (SKILL.md is roughly 11k 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 2.4k tokens, read only when the agent opens those files.

What are the alternatives to Godot Animation Player?

Skills that share tags, products or a category with Godot Animation Player: 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 Animation Player?

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.