mcpbeat

Godot Animation

gamedev-skills/godot-animation

> 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.

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Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-animation

The instruction itself

11 sections, as written by the author

Godot Animation (4.x)

Choose and drive the right animation tool: AnimationPlayer (clips), AnimationTree

(blending/state machines), or Tween (short procedural moves). Targets Godot 4.3+.

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

  • 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.

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

frame property in an AnimationPlayer.

  • 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.

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

parameters.

  • 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.

  • 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.

How to use it

Copy the folder

Take gamedev-skills/godot-animation from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.