godot-animation — скилл для Claude Code: анимация и установка
Скилл подсказывает, как собирать анимации в Godot 4.7 через AnimationPlayer, AnimationTree и Tween. Пригодится для персонажей, спрайтов и UI.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-animation -a claude-codeЧто делает godot-animation
Скилл разбирает три инструмента Godot 4.7. AnimationPlayer хранит клипы с ключевыми кадрами, свойствами, вызовами методов и аудио. AnimationTree смешивает клипы и переключает состояния через state machine или blend space, а Tween запускает короткие процедурные переходы из кода через create_tween().
Внутри есть рабочий порядок для 2D sprite sheet, персонажей и UI, примеры на GDScript, переходы через travel, параметры blend space, сигнал animation_finished и Call Method tracks. AnimationTree требует AnimationPlayer; для него также нужно включить active и задать путь к источнику клипов. Если оставить active = false, анимация и travel() не сработают. В Godot 4.x отдельного узла Tween уже нет: его создают кодом.
Какие задачи решает
- выбрать инструмент для клиповой, смешанной или процедурной анимации
- переключать состояния персонажа через AnimationTree
- смешивать направление движения в AnimationNodeBlendSpace2D
- анимировать sprite sheet в 2D-сцене
- сделать fade, scale и другие переходы UI через Tween
Примеры запросов агенту
- Используй
godot-animation, чтобы настроить AnimationTree для состоянийidle,runиattackв сцене Godot 4.7. - Примени
godot-animationи покажи GDScript для Tween, который меняетscaleиmodulate:aу элемента UI. - С помощью
godot-animationдобавь анимацию sprite sheet черезAnimatedSprite2DиSpriteFrames.
Как установить godot-animation
1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-animation -a claude-code2Вручную: положить файлы
~/.claude/skills/godot-animation/SKILL.mdПапка скилла целиком; для одного проекта — .claude/skills/godot-animation/
1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-animation -a codex2Вручную: положить файлы
.agents/skills/godot-animation/SKILL.mdДля всех проектов — ~/.agents/skills/
1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-animation -a cursor2Вручную: положить файлы
.cursor/skills/godot-animation/SKILL.mdCursor читает и .agents/skills/, и .claude/skills/
1GitHub CLI
gh skill install gamedev-skills/awesome-gamedev-agent-skills godot-animation2Вручную: положить файлы
.github/skills/godot-animation/SKILL.md1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-animation -a gemini-cli2Командой платформы
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/godot/godot-animationВручную: положить файлы
.devin/skills/godot-animation/SKILL.mdСтарый путь .windsurf/skills/ тоже читается
Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-animation -a opencodeClaude.ai
Упакуйте папку в zip и загрузите в Settings → Capabilities → Skills
По шагам, с командами для каждой платформы: Как установить скилл в Claude Code: пять способов
Вопросы о godot-animation
Как установить godot-animation в Claude Code?
Выполните npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-animation -a claude-code, затем повторите npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-animation -a claude-code. Файл скилла находится по пути ~/.claude/skills/godot-animation/SKILL.md.
Что делает godot-animation?
Скилл помогает выбирать между AnimationPlayer, AnimationTree и Tween для анимации в Godot 4.7. Он показывает настройку клипов, state machine, blend space, sprite sheet и процедурных переходов UI.
Нужен ли AnimationPlayer для AnimationTree?
Да. AnimationTree берёт клипы из AnimationPlayer; затем можно включить active и управлять состояниями через playback object или параметр blend space.
Исходный текст
SKILL.md · Apache-2.0
---
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:
# The playback object controls an AnimationNodeStateMachine root.
var sm: AnimationNodeStateMachinePlayback = tree.get("parameters/playback")
sm.travel(state) # transitions using the graph's connections
func _physics_process(_d: float) -> void:
set_state(&"run" if velocity.length() > 5.0 else &"idle")
```
### 3. Blend space: blend run direction by a 2D parameter
```gdscript
# Root is an AnimationNodeBlendSpace2D named "Move" with idle/run points placed in it.
func update_locomotion(input_dir: Vector2) -> void:
# Parameter path = "parameters/<node name>/blend_position".
tree.set("parameters/Move/blend_position", input_dir)
```
### 4. Tween: fade and scale a UI element (code-driven)
```gdscript
func pop_in(node: Control) -> void:
node.scale = Vector2.ZERO
node.modulate.a = 0.0
var tw := create_tween() # bound to this node's tree
tw.set_parallel(true) # run the two tweens together
tw.tween_property(node, "scale", Vector2.ONE, 0.2) \
.set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
tw.tween_property(node, "modulate:a", 1.0, 0.2) # sub-property via ":"
```
## Pitfalls
- **`AnimationTree.active` left false** → nothing animates and `travel()` appears to do
nothing. Set `active = true` and assign the `anim_player` path.
- **Wrong parameter path.** Blend/condition paths are `"parameters/<NodeName>/..."` and
must match the node names in the tree exactly (e.g. `"parameters/playback"`,
`"parameters/Move/blend_position"`). A typo silently no-ops.
- **AnimationPlayer and AnimationTree fighting.** When an `AnimationTree` is active, don't
also call `AnimationPlayer.play()` for the same tracks — let the tree own playback.
- **3.x Tween node is gone.** There is no `Tween` node to add in 4.x; create tweens in
code with `create_tween()` (which returns a `Tween`). They auto-start and free themselves.
- **Tween stalls when its node leaves the tree.** `node.create_tween()` pauses while that
node is outside the tree and dies when it is freed. Use `get_tree().create_tween()` for a
tween that must keep running while the node is out of the tree.
- **Scale/rotation tween on a child of a `Container` snaps back** → the container resets
child transforms whenever it re-sorts. In 4.7+ set `offset_transform_enabled = true` and
tween `offset_transform_scale` / `offset_transform_rotation` / `offset_transform_position`
instead (visual only by default).
- **Reusing a finished tween.** A tween is one-shot; call `create_tween()` again for a new
animation. Use `set_loops()` for repetition.
- **`yield`/`yield(anim, "...")` is gone.** Use `await anim.animation_finished`.
- **Sub-property tweens** use a colon: `"modulate:a"`, `"position:x"`. Tweening the whole
property instead overwrites siblings.
## References
- For state machine transitions/conditions, root motion, one-shot/blend nodes, method &
call tracks, `SpriteFrames`/`AnimatedSprite2D`, and Tween easing/chaining/callbacks,
read `references/animation-tree-and-tween.md`.
## Related skills
- `godot-2d-movement` — supplies the velocity/state that selects animations.
- `godot-ui-control` — UI that Tweens animate.
- `godot-3d-essentials` — 3D character scenes driven by AnimationTree.
- `game-ai` — state machines that mirror animation states.
© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills