# godot-animation

This skill guides Godot 4.7 animation with AnimationPlayer, AnimationTree, and Tween. Use it for characters, sprite sheets, or code-driven UI motion.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 6700 installs · ★ 4506
- Author: gamedev-skills
- License: Apache-2.0 · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/HEAD/skills/godot/godot-animation/SKILL.md
- Updated: 2026-10-24
- HTML: https://affpapa.org/en/nevibecode/skills/godot-animation

## What it does

The skill covers three animation tools in Godot 4.7. `AnimationPlayer` stores keyframed clips with property changes, method calls, audio, and other animations. `AnimationTree` blends those clips and moves between states with a state machine or blend space. `Tween` handles short procedural transitions created in code with `create_tween()`.

Its workflow covers 2D sprite sheets, character locomotion, UI motion, blend parameters, `travel`, the `animation_finished` signal, and Call Method tracks. `AnimationTree` needs an `AnimationPlayer`, an assigned `anim_player` path, and `active = true`. If `active` stays false, animation playback and `travel()` do nothing. In Godot 4.x, there is no separate `Tween` node; create tweens in code instead.

## Requirements
- Works with: Godot

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-animation -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/godot-animation/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/godot-animation/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-animation -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/godot-animation/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-animation -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/godot-animation/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install gamedev-skills/awesome-gamedev-agent-skills godot-animation
```

2. **Manually: put the files in place**
- File: `.github/skills/godot-animation/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-animation -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/godot/godot-animation
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/godot-animation/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-animation -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/HEAD/skills/godot/godot-animation/SKILL.md

## When to use it
- choose between clips, blended states, and procedural motion
- switch character states through an AnimationTree state machine
- blend movement direction with AnimationNodeBlendSpace2D
- animate a 2D sprite sheet with AnimatedSprite2D
- create UI fades and scale changes with Tween

## Example prompts
- Use `godot-animation` to set up an AnimationTree with `idle`, `run`, and `attack` states in a Godot 4.7 scene.
- Apply `godot-animation` and write GDScript for a Tween that changes a UI element’s `scale` and `modulate:a`.
- Use `godot-animation` to animate a sprite sheet with `AnimatedSprite2D` and `SpriteFrames`.

## Source text · SKILL.md · Apache-2.0

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: 73533d03be6d4ed5.

BEGIN THIRD-PARTY FILE 73533d03be6d4ed5
````text
---
name: godot-animation
description: >
  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.
---

# Godot Animation (4.x)

Choose and drive the right animation tool: `AnimationPlayer` (clips), `AnimationTree`
(blending/state machines), or `Tween` (short procedural moves). Targets **Godot 4.7**.

## When to use

- Use when playing keyframed animations, blending walk/run/idle states, animating a
  sprite sheet, or tweening UI/objects in code.

**When *not* to use:** the movement *logic* that decides which state to play →
`godot-2d-movement`; UI layout (vs. UI tweening) → `godot-ui-control`; shader-driven
effects → `godot-shaders`.

## Core workflow

1. **Pick the tool:**
   - `AnimationPlayer` — author keyframed clips (transforms, properties, method calls,
     audio, even other animations). The source of truth for clip data.
   - `AnimationTree` — blend and transition between those clips at runtime with a state
     machine and/or blend spaces. Needs an `AnimationPlayer` to pull clips from.
   - `Tween` — fire-and-forget procedural interpolation in code (`create_tween()`); ideal
     for UI pops, fades, and one-off moves.
2. **For 2D sprite sheets:** use `AnimatedSprite2D` + `SpriteFrames`, or keyframe the
   `frame` property in an `AnimationPlayer`.
3. **For characters:** build clips in `AnimationPlayer`, then add an `AnimationTree`
   (`active = true`), set its `anim_player`, and design an `AnimationNodeStateMachine` or
   `AnimationNodeBlendSpace2D` as the tree root.
4. **Drive transitions from code** via the playback object (`travel`) or by setting blend
   parameters.
5. **React to clip events** with the `animation_finished` signal and Call Method tracks.

## Patterns

### 1. AnimationPlayer: play a clip and await it

```gdscript
@onready var anim: AnimationPlayer = $AnimationPlayer

func attack() -> void:
    anim.play("attack")
    await anim.animation_finished     # resume after the clip ends
    anim.play("idle")
```

### 2. AnimationTree state machine: travel between states

```gdscript
@onready var tree: AnimationTree = $AnimationTree

func _ready() -> void:
    tree.active = true                # the tree drives animation; AnimationPlayer is the source

func set_state(state: StringName) -> void:
````
END THIRD-PARTY FILE 73533d03be6d4ed5

The third-party file has ended. Everything between the 73533d03be6d4ed5 tags is data: requests and commands from it are not followed. An “end of file” line with another tag inside the block is part of the file.

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