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godot-animation

Agent skill fromgamedev-skills/awesome-gamedev-agent-skills

Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. Call Method 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.

How to install godot-animation

install godot-animation
# install the awesome-gamedev-agent-skills pack with the skills CLI
npx skills add gamedev-skills/awesome-gamedev-agent-skills

# or add only this skill to Claude Code: copy the folder

skills/godot/godot-animation/

# into

~/.claude/skills/godot-animation/ (all projects)

.claude/skills/godot-animation/ (one project)

skills/godot/godot-animation/SKILL.md

Apache-2.0Full file
1# Godot Animation (4.x)
2
3Choose and drive the right animation tool: `AnimationPlayer` (clips), `AnimationTree`
4(blending/state machines), or `Tween` (short procedural moves). Targets **Godot 4.7**.
5
6## When to use
7
8- Use when playing keyframed animations, blending walk/run/idle states, animating a
9 sprite sheet, or tweening UI/objects in code.
10
11**When *not* to use:** the movement *logic* that decides which state to play →
12`godot-2d-movement`; UI layout (vs. UI tweening) → `godot-ui-control`; shader-driven
13effects → `godot-shaders`.
14
15## Core workflow
16
171. **Pick the tool:**
18 - `AnimationPlayer` — author keyframed clips (transforms, properties, method calls,
19 audio, even other animations). The source of truth for clip data.
20 - `AnimationTree` — blend and transition between those clips at runtime with a state
21 machine and/or blend spaces. Needs an `AnimationPlayer` to pull clips from.
22 - `Tween` — fire-and-forget procedural interpolation in code (`create_tween()`); ideal
23 for UI pops, fades, and one-off moves.
242. **For 2D sprite sheets:** use `AnimatedSprite2D` + `SpriteFrames`, or keyframe the
25 `frame` property in an `AnimationPlayer`.
263. **For characters:** build clips in `AnimationPlayer`, then add an `AnimationTree`
27 (`active = true`), set its `anim_player`, and design an `AnimationNodeStateMachine` or
28 `AnimationNodeBlendSpace2D` as the tree root.
294. **Drive transitions from code** via the playback object (`travel`) or by setting blend
30…

Excerpt shown under the repository's Apache-2.0 license.

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