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.
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-animation-player
Timeline-based keyframe animation: track choice, RESET, root motion, libraries — scripts own recipes.
Animation.CALL_MODE_CONTINUOUS for one-shot logic — Use CALL_MODE_DISCRETE.animation_finished for looping clips — Use animation_looped or poll current_animation.StringName.seek() without update=true when same-frame reads matter.active — Cull with notifiers.AnimationLibrary — Stop / wait for finished first.speed_scale for long sync — Prefer seek() against a shared clock.> 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 |
CALL_MODE_CONTINUOUS invokes the method every frame across the key span — one-shot hitboxes/VFX need CALL_MODE_DISCRETE.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.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 | 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.
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.
animation_set_next / queue / animation_sequencer.gd.play("run", -1, 1.0, 0.5) or set_default_blend_time.play("clip", -1, -1.0) for doors/cinematic rewind.Full recipes → root-motion-and-sequences.md.
| Need | Prefer |
|---|---|
| Timeline / many properties / reusable | AnimationPlayer |
| One-shot runtime / interruptible | Tween (godot-tweening) |
| 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 |
> 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.
play/queue/seek, blend times, animation_finished vs animation_looped, and active culling.track_insert_key, call modes, audio/bezier helpers) and length/loop metadata.add_animation_library without duplicating tracks per model.advance() used by physics sync and budget managers.queue.AnimationPlayer.active for off-screen CPU savings.animation_finished / animation_looped / custom method-track signaling without lifecycle leaks..tres AnimationLibrary ownership so runtime swaps do not duplicate or mutate playing resources unsafely.travel() when locomotion outgrows AnimationPlayer queue/set_next.shader_parameter/*) without embedding materials.Create beautiful visual art in .png and .pdf documents using design philosophy. You should use this skill when the user asks to create a poster, piece of art, design, or other static piece. Create original visual designs, never copying existing artists' work to avoid copyright violations.
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Create and edit JSON Canvas files (.canvas) with nodes, edges, groups, and connections. Use when working with .canvas files, creating visual canvases, mind maps, flowcharts, or when the user mentions Canvas files in Obsidian.
Publish Markdown articles to X (Twitter) Articles editor with proper formatting. Use when user wants to publish a Markdown file/URL to X Articles, or mentions "publish to X", "post article to Twitter", "X article", or wants help with X Premium article publishing. Handles cover image upload and converts Markdown to rich text automatically.
Downloads videos from YouTube and other platforms for offline viewing, editing, or archival. Handles various formats and quality options.
Teaches the AI to design like a high-end agency. Defines the exact fonts, spacing, shadows, card structures, and animations that make a website feel expensive. Blocks all the common defaults that make AI designs look cheap or generic.
Lightweight WSI tile extraction and preprocessing. Use for basic slide processing tissue detection, tile extraction, stain normalization for H&E images. Best for simple pipelines, dataset preparation, quick tile-based analysis. For advanced spatial proteomics, multiplexed imaging, or deep learning pipelines use pathml.
Take thedivergentai/godot-animation-player from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
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.