
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, trackinsertkey, rootmotion, animationfinished, RESETtrack, callmode, animationsetnext, queue, blendtimes.
- Installs
- 434
- Last 24h
- —
- Trending rank
- —
- Security
- Not audited
Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill godot-animation-player- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads godot-animation-player automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
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_CONTINUOUSfor one-shot logic — UseCALL_MODE_DISCRETE. - NEVER animate embedded resource properties directly — Prefer instance uniforms / owned materials.
- NEVER use
animation_finishedfor looping clips — Useanimation_loopedor pollcurrent_animation. - NEVER hardcode animation name strings at scale — Constants /
StringName. - NEVER
seek()withoutupdate=truewhen 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_scalefor long sync — Preferseek()against a shared clock.
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_CONTINUOUSinvokes the method every frame across the key span — one-shot hitboxes/VFX needCALL_MODE_DISCRETE.- Animating embedded sub-resource properties (e.g.
material.albedo_color) duplicates resources into the scene — use instanced materials /shader_parameter/*tracks. animation_finisheddoes not fire on looping clips — useanimation_loopedor pollcurrent_animation.- Mutating a playing
AnimationLibrarycrashes or leaves bad transforms — stop or await finished before swap. speed_scaledrifts for rhythm/multiplayer — shared-clockseek(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)orset_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.
- AnimationPlayer —
play/queue/seek, blend times,animation_finishedvsanimation_looped, andactiveculling. - 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_librarywithout 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.activefor off-screen CPU savings.
Related Skills
Prerequisites
- godot-signal-architecture — Safe
animation_finished/animation_looped/ custom method-track signaling without lifecycle leaks. - godot-resource-data-patterns — Shared
.tresAnimationLibrary 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 AnimationPlayerqueue/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
- godot-genre-fighting — Frame-perfect hitbox windows and discrete method tracks for cancel windows.
- godot-genre-platformer — Jump/land/run clips, RESET hygiene, and blend times on 2D/3D movers.
- godot-combat-system — Attack timelines that emit damage/VFX events from AnimationPlayer method tracks.
Master
- godot-master — Library router and mirrored module entry for cross-skill discovery.
FAQ
What does the godot-animation-player skill do?
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, trackinsertkey, rootmotion, animationfinished, RESETtrack, callmode, animationsetnext, queue, blendtimes.
How do I install godot-animation-player?
Run npx skills add https://github.com/thedivergentai/game-dev-agentic-skills --skill godot-animation-player in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/godot-animation-player/ (personal) or .claude/skills/godot-animation-player/ (project).
Which AI agents can use godot-animation-player?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is godot-animation-player safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains godot-animation-player?
It is published by thedivergentai in thedivergentai/game-dev-agentic-skills. It has 434 recorded installs.
More from thedivergentai/game-dev-agentic-skills
godot-master
thedivergentai/game-dev-agentic-skills
Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master.
godot-shaders-basics
thedivergentai/game-dev-agentic-skills
Expert Godot shader patterns for batch-safe hitflash, alpha-scissor foliage/dissolve, screenspace postFX, depth reconstruction, triplanar, and instance uniforms — not first-shader tutorials. Trigger on draw-call batching breaks, discard vs depth-prepass, foliage shadows, post-process quads, or world-position FX. Keywords: instance uniform, ALPHASCISSOR, hintscreentexture, hintdepthtexture, global uniform, sampler2DArray, canvasitem, spatial, post-processing.
godot-2d-animation
thedivergentai/game-dev-agentic-skills
Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animationfinished, animationlooped, framechanged, frameprogress, setframeandprogress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0).
godot-ui-theming
thedivergentai/game-dev-agentic-skills
Expert blueprint for UI themes using Theme resources, StyleBoxes, custom fonts, and theme overrides for consistent visual styling. Covers StyleBoxFlat/Texture, theme inheritance, dynamic theme switching, and font variations. Use when implementing consistent UI styling OR supporting multiple themes. Keywords Theme, StyleBox, StyleBoxFlat, addthemeoverride, font, theme inheritance, dark mode.
godot-gdscript-mastery
thedivergentai/game-dev-agentic-skills
Expert GDScript landmine guidance: static typing opcodes, signal-up/call-down, %UniqueName/@onready lifecycle, Callable bind/unbind, await sequences, typed collections, and safe Dictionary iteration. Use for code review, refactoring hot paths, or project standards. Trigger keywords: statictyping, signalarchitecture, uniquenodes, @onready, classname, signalupcalldown, Callable.bind, typedcollections, awaitsequence.
godot-particles
thedivergentai/game-dev-agentic-skills
Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental effects, or visual feedback. Keywords GPUParticles2D, ParticleProcessMaterial, emissionshape, colorramp, subemitter, oneshot.
Popular frontend & design skills
setup-matt-pocock-skills
mattpocock/skills
Configure this repo for the engineering skills: set up its issue tracker, triage label vocabulary, and domain doc layout. Run once before first use of the other engineering skills.
frontend-design
anthropics/skills
Guidance for distinctive, intentional visual design when building new UI or reshaping an existing one. Helps with aesthetic direction, typography, and making choices that don't read as templated defaults.
hyperframes-animation
heygen-com/hyperframes
All animation knowledge for HyperFrames — atomic motion rules, multi-phase scene blueprints, scene transitions, broader motion-design techniques, AND the seven runtime adapters (GSAP default, plus Lottie, Three.js, Anime.js, CSS keyframes, Web Animations API, TypeGPU). Use for any motion or animation task: pick 2-4 rules and compose, or load a blueprint, or look up runtime-specific API (e.g. GSAP eases / Lottie player / Three.js mixer). Also covers auditing an existing composition's choreography (animation map) and 24 named text-animation effects. HyperFrames-native: single paused timeline, seek-safe, deterministic.
prototype
mattpocock/skills
Build a throwaway prototype to answer a design question. Use when the user wants to sanity-check whether a state model or logic feels right, or explore what a UI should look like.
hyperframes-core
heygen-com/hyperframes
The HyperFrames composition contract — build one renderable project. Use for composition structure, the data- timing attributes, class="clip", tracks, sub-compositions, variables, framework-owned media playback, deterministic-render rules, and validation. Read before writing composition HTML.
vercel-react-best-practices
vercel-labs/agent-skills
React and Next.js performance optimization guidelines from Vercel Engineering. This skill should be used when writing, reviewing, or refactoring React/Next.js code to ensure optimal performance patterns. Triggers on tasks involving React components, Next.js pages, data fetching, bundle optimization, or performance improvements.