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Skills/gamedev-skills/awesome-gamedev-agent-skills/godot-animation
godot-animation logo

godot-animation

gamedev-skills/awesome-gamedev-agent-skills
905 installs437 stars
Run it on Hostinger, 20% off →Your friend gets 20% off too, using this linkFree API →|View on GitHub|Create your own skill →

Installation

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-animation

Summary

>

SKILL.md

Godot Animation (4.x)

Choose and drive the right animation tool: AnimationPlayer (clips), AnimationTree (blending/state machines), or Tween (short procedural moves). Targets Godot 4.7.

When to use

  • Use when playing keyframed animations, blending walk/run/idle states, animating a

sprite sheet, or tweening UI/objects in code.

*When not to use: the movement logic* that decides which state to play → godot-2d-movement; UI layout (vs. UI tweening) → godot-ui-control; shader-driven effects → godot-shaders.

Core workflow

  1. Pick the tool:
  • AnimationPlayer — author keyframed clips (transforms, properties, method calls,

audio, even other animations). The source of truth for clip data.

  • AnimationTree — blend and transition between those clips at runtime with a state

machine and/or blend spaces. Needs an AnimationPlayer to pull clips from.

  • Tween — fire-and-forget procedural interpolation in code (create_tween()); ideal

for UI pops, fades, and one-off moves.

  1. For 2D sprite sheets: use AnimatedSprite2D + SpriteFrames, or keyframe the

frame property in an AnimationPlayer.

  1. For characters: build clips in AnimationPlayer, then add an AnimationTree

(active = true), set its anim_player, and design an AnimationNodeStateMachine or AnimationNodeBlendSpace2D as the tree root.

  1. Drive transitions from code via the playback object (travel) or by setting blend

parameters.

  1. React to clip events with the animation_finished signal and call/method tracks.

Patterns

1. AnimationPlayer: play a clip and await it

@onready var anim: AnimationPlayer = $AnimationPlayer

func attack() -> void:
    anim.play("attack")
    await anim.animation_finished     # resume after the clip ends
    anim.play("idle")

2. AnimationTree state machine: travel between states

@onready var tree: AnimationTree = $AnimationTree

func _ready() -> void:
    tree.active = true                # the tree drives animation; AnimationPlayer is the source

func set_state(state: StringName) -> void:
    # The playback object controls an AnimationNodeStateMachine root.
    var sm: AnimationNodeStateMachinePlayback = tree.get("parameters/playback")
    sm.travel(state)                  # transitions using the graph's connections

func _physics_process(_d: float) -> void:
    set_state(&"run" if velocity.length() > 5.0 else &"idle")

3. Blend space: blend run direction by a 2D parameter

# Root is an AnimationNodeBlendSpace2D named "Move" with idle/run points placed in it.
func update_locomotion(input_dir: Vector2) -> void:
    # Parameter path = "parameters/<node name>/blend_position".
    tree.set("parameters/Move/blend_position", input_dir)

4. Tween: fade and scale a UI element (code-driven)

func pop_in(node: Control) -> void:
    node.scale = Vector2.ZERO
    node.modulate.a = 0.0
    var tw := create_tween()                          # bound to this node's tree
    tw.set_parallel(true)                             # run the two tweens together
    tw.tween_property(node, "scale", Vector2.ONE, 0.2) \
      .set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
    tw.tween_property(node, "modulate:a", 1.0, 0.2)   # sub-property via ":"

Pitfalls

  • AnimationTree.active left false → nothing animates and travel() appears to do

nothing. Set active = true and assign the anim_player path.

  • Wrong parameter path. Blend/condition paths are "parameters/<NodeName>/..." and

must match the node names in the tree exactly (e.g. "parameters/playback", "parameters/Move/blend_position"). A typo silently no-ops.

  • AnimationPlayer and AnimationTree fighting. When an AnimationTree is active, don't

also call AnimationPlayer.play() for the same tracks — let the tree own playback.

  • 3.x Tween node is gone. There is no Tween node to add in 4.x; create tweens in

code with create_tween() (which returns a Tween). They auto-start and free themselves.

  • Reusing a finished tween. A tween is one-shot; call create_tween() again for a new

animation. Use set_loops() for repetition.

  • yield/yield(anim, "...") is gone. Use await anim.animation_finished.
  • Sub-property tweens use a colon: "modulate:a", "position:x". Tweening the whole

property instead overwrites siblings.

References

  • For state machine transitions/conditions, root motion, one-shot/blend nodes, method &

call tracks, SpriteFrames/AnimatedSprite2D, and Tween easing/chaining/callbacks, read references/animation-tree-and-tween.md.

Related skills

  • godot-2d-movement — supplies the velocity/state that selects animations.
  • godot-ui-control — UI that Tweens animate.
  • godot-3d-essentials — 3D character scenes driven by AnimationTree.
  • game-ai — state machines that mirror animation states.

Score

0–100
55/ 100

Grade

C

Popularity15/30

905 installs — growing adoption.

Completeness19/30

Documented: full SKILL.md body, one-line install. Missing: description, category/license metadata.

Trust15/25

Community skill with a public GitHub source repository you can review.

Freshness6/15

No update timestamp is tracked for this skill in our catalog.

Scored automatically from popularity, completeness, trust, and freshness — computed only from data in our catalog, never fabricated.

Proud of your score? Add this badge to your README.

Paste a snippet into your GitHub README. The badge updates automatically and links back to this page.

Godot Animation skill score badge previewScore badge

Markdown

[![Godot Animation skill](https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-animation/badges/score.svg)](https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-animation)

HTML

<a href="https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-animation"><img src="https://www.claudemarket.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-animation/badges/score.svg" alt="Godot Animation skill"/></a>

Godot Animation FAQ

How do I install the Godot Animation skill?

Run “npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-animation” in your terminal. The skill is added to your agent's skills directory and picked up automatically on the next run — no restart or extra configuration needed.

What does the Godot Animation skill do?

> The full SKILL.md on this page shows the exact instructions the skill gives your agent.

Is the Godot Animation skill free?

Yes. Godot Animation is a free, open-source skill published from gamedev-skills/awesome-gamedev-agent-skills. As with any third-party skill, review the source repository before installing it into an agent with sensitive access.

Does Godot Animation work with Claude Code and OpenClaw?

Yes. Skills use the portable SKILL.md format, so Godot Animation works with Claude Code, OpenClaw, Codex, Hermes, and any other agent that reads SKILL.md skills.

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