Expert patterns for AnimationTree including StateMachine transitions, BlendSpace2D for directional movement, BlendTree for layered animations, root motion, transition conditions, advance expressions, and state machine sub-states. Use for complex character animation systems with movement blending and state management. Trigger keywords: AnimationTree, AnimationNodeStateMachine, BlendSpace2D, BlendSpace1D, BlendTree, transition_request, blend_position, advance_expression, AnimationNodeAdd2, AnimationNodeBlend2, root_motion.
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-animation-tree-mastery
Expert guidance for Godot's advanced animation blending and state machines.
play() on AnimationPlayer when using AnimationTree — AnimationTree controls the player. Directly calling play() causes conflicts and jitter. Use set("parameters/transition_request") or travel() instead.active = true — AnimationTree is inactive by default. Animations won't play until $AnimationTree.active = true."parameters/StateMachine/transition_request". This ensures compatibility when nodes move in the hierarchy.auto_advance enabled for interactive states — It causes immediate transitions. Use it only for automated sequences like combo chains or death-to-respawn.BlendSpace2D for 1D blending — Blending only speed? Use BlendSpace1D. Blending only two states? Use Blend2. BlendSpace2D is specifically for X+Y directional inputs (strafe).AnimationTree parameters every frame without a guard — Setting parameters via set() every frame regardless of change causes cache invalidation and potential stutter. Check equality first.BlendTrees for simple logic — Every layer adds CPU overhead. If logic can be handled in a StateMachine or a simple script-driven Blend2, do it there.await get_tree().process_frame when updating parameters synchronously — Sometimes the tree needs one frame to reconcile state before the next parameter change takes effect.auto_advance for long cutscenes — If an animation is interrupted, auto_advance can put the character in a broken state. Use Method Tracks to signal state completion instead.Sync groups for animations with wildly different lengths — It forces one animation to play at an extreme speed. Use TimeScale or separate layers for mismatching cycles.LookAtModifier3D.relative default is now false (was true).add_blend_point accepts optional name parameter for labeled points.> MANDATORY: Read the appropriate script before implementing the corresponding pattern.
> Do NOT Load references/advanced-graph-recipes.md unless nested combat graphs, IK look-at, or deep BlendTree layering are in scope.
Guarded AnimationTree parameter writes — prevent redundant set() churn every physics frame.
Programmatic AnimationNodeStateMachinePlayback via travel() / start().
Trigger: multi-machine travel / request queue. Centralizes travel requests across nested playback paths without calling AnimationPlayer.play().
Trigger: locomotion + combat (or air) sub-machines. Nested StateMachine parameter paths and playback handoff.
Trigger: aim/look-at beside the tree. LookAtModifier3D / IK that must not fight bone tracks the tree owns.
AnimationNodeOneShot for recoil, blinks, and hit reactions.
Runtime playback speed for bullet-time or haste multipliers.
Bone filter masks on Add2/Blend2 for upper/lower body separation.
Interactive combat layer mixing inside BlendTree graphs.
CharacterBody motion extraction from AnimationTree root motion.
Sync groups for multi-layer clips that share length (e.g. walk + reload).
Hierarchical StateMachine / nested parameter path architecture.
Visualize current states, travel paths, and blend values at runtime.
Method-track → dispatch_event(name, metadata) signal bridge; decouple VFX/audio from graph code.
Swap tree_root hero vs crowd graph when VisibleOnScreenNotifier3D culls off-screen actors.
| Need | Prefer | Script |
|------|--------|--------|
| Simple clip swap / UI / prop | AnimationPlayer only | Peer godot-animation-player |
| 5+ gameplay states, travel | StateMachine root | statemachine_travel_code.gd, tree_travel_manager.gd |
| Speed only blend | BlendSpace1D | Guarded writes via sync_parameter_manager.gd |
| Strafe / aim X+Y | BlendSpace2D | Same + blend_position |
| Upper-body overlay / combat layer | BlendTree Add2/Blend2/OneShot | blendtree_logic_mixing.gd, reactive_oneshot_vfx.gd |
| Nested combat/air under locomotion | Nested SM | MANDATORY nested_state_machine.gd |
| Look-at / IK | Modifier beside tree | MANDATORY skeleton_ik_lookat.gd |
| Deep graph recipes | references/ | Do NOT Load unless needed → advanced-graph-recipes.md |
Core Concepts (compact): AnimationTree owns an AnimationPlayer via anim_player; root is StateMachine / BlendTree / BlendSpace; parameters use relative "parameters/..." paths; set active = true once in _ready.
@onready var anim_tree: AnimationTree = $AnimationTree
@onready var playback: AnimationNodeStateMachinePlayback = anim_tree.get("parameters/StateMachine/playback")
func _ready() -> void:
anim_tree.active = true
Do not paste full StateMachine/BlendSpace editor walkthroughs — author graphs in the AnimationTree editor, then drive them with the scripts above.
travel() is explicit pathing. Use conditions for damage/death events; travel for locomotion intent.set() invalidates tree cache every frame. Route writes through sync_parameter_manager.gd.| Topic | Reference / script |
|-------|-------------------|
| StateMachine / BlendSpace editor recipes | statemachine-and-blendspace.md |
| Nested combat / IK / root motion | advanced-graph-recipes.md |
> 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() yourself.active, tree_root, anim_player, root-motion getters, and the parameters/* path contract used throughout this skill.travel().travel(), start(), get_current_node(), and travel-path inspection for code-driven state changes.auto_advance, Sync, xfade, and priority rules that prevent sticky or immediate unwanted transitions.blend_position (use BlendSpace1D when only speed is needed).relative default change called out above.blend_position, advance conditions, and travel targets each physics frame.active culling.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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This skill should be used when working with pre-trained transformer models for natural language processing, computer vision, audio, or multimodal tasks. Use for text generation, classification, question answering, translation, summarization, image classification, object detection, speech recognition, and fine-tuning models on custom datasets.
Take thedivergentai/godot-animation-tree-mastery 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.