godot-animation Checked
Installation
Copy the prompt below and send it to your AI assistant (e.g. Claude Code) — it will follow the instructions and install automatically.
Install the "godot-animation" skill by following the instructions at https://skill123.me/install/godot-animation.
Run in your terminal — downloads and installs to ~/.claude/skills/.
curl -fsSL https://skill123.me/install/godot-animation.sh | bash
Download the zip and extract it into your skills directory (e.g. ~/.claude/skills/), then restart your session.
⬇ Download v1.0.0 · 5 KBNot live-tested yet — this skill is rated on static analysis only.
About this skill
Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. call and signal tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via create_tween(). Use when working with AnimationPlayer/AnimationTree nodes in a .tscn, blending character states, sprite-sheet animation, or code-driven Tweens.
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**.
Documentation
Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. call and signal tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via create_tween(). Use when working with AnimationPlayer/AnimationTree nodes in a .tscn, blending character states, sprite-sheet animation, or code-driven Tweens.
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.
2. **For 2D sprite sheets:** use AnimatedSprite2D + SpriteFrames, or keyframe the
frame property in an AnimationPlayer.
3. **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.
4. **Drive transitions from code** via the playback object (travel) or by setting blend
parameters.
5. **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
View full documentation
# 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.activeleft false** → nothing animates andtravel()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
AnimationTreeis 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
Tweennode 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.** Useawait 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 breakdown
Assessment methodology
Version history
Imported from gamedev-skills/awesome-gamedev-agent-skills@main
