mcpbeat

Godot Animation Player

thedivergentai/godot-animation-player

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.

10k tokens
context cost
the whole folder, loaded on every use
17
files
ships runnable scripts
0
copies elsewhere
how many repositories repackaged it
451
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-animation-player

The instruction itself

17 sections, as written by the author

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.

Godot 4.7: Animation

  • Animation editor tracks can be collapsed for dense timelines.
  • Animation.length metadata is double precision (was float).

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.

| Need | Script |

|---|---|

| Method-track hit/state keys | method_track_logic.gd |

| Stance/weapon library swap | runtime_anim_lib_swapper.gd |

| Shader uniform timelines | dynamic_shader_animation.gd |

| Runtime track tweak | procedural_track_modifier.gd |

| Forced RESET orchestration | reset_track_orchestrator.gd |

| Bezier → procedural drive | bezier_curve_extraction.gd |

| Off-screen active cull | active_animation_culler.gd |

| Root motion ↔ physics | root_motion_physics_sync.gd |

| Part/equipment tracks | character_part_swapper_tracks.gd |

| TYPE_AUDIO footstep sync | precise_audio_sync.gd |

| Queue/branch sequences | animation_sequencer.gd |

| Code-built Animation resources | programmatic_anim.gd |

| Alt audio-track setup notes | audio_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

| Track | Use when | Avoid when |

|---|---|---|

| Value | Animate properties (pos, modulate, uniforms) | One-off runtime juice → Tween |

| Method | Hitboxes, SFX hooks, state flips at timestamps | CONTINUOUS call mode / missing method on path |

| Audio | Footsteps / VO locked to frames | Loose AudioStreamPlayer.play() drift |

| Bezier | Custom easing curves sampled at runtime | Simple 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

| Need | Prefer |

|---|---|

| Timeline / many properties / reusable | AnimationPlayer |

| One-shot runtime / interruptible | Tween (godot-tweening) |

Expert architecture (scripts)

| Pattern | Script | WHY |

|---|---|---|

| Shared humanoid libraries | runtime_anim_lib_swapper.gd | One library, many models — play lib/clip |

| Decoupled timeline events | method_track_logic.gd | Method track → signaler → gameplay listeners |

| Off-screen CPU budget | active_animation_culler.gd | active = false or manual advance() |

| Code-built clips | programmatic_anim.gd | Dynamic 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.

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.
  • AnimationPlayerplay/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.

How to use it

Copy the folder

Take thedivergentai/godot-animation-player 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.