godot-animator

godot-animator is an agent for Claude Code from jame581/GodotPrompter. It costs 414 tokens per session (1,261 once invoked), scanned A, original, MIT.

A coding agent for designing and implementing animation systems in Godot 4.x, a game engine. It covers 2D and 3D animation, including keyframes, blending, state machines, inverse kinematics, and procedural motion, in GDScript or C#.

In plain words
What is it for?
Use it to build sprite or skeletal animation, blend animations, create animation state machines, add inverse-kinematics controls, retarget motion, or debug animation trees.
Why use it?
It helps choose and combine Godot's animation tools for different game situations instead of treating every animation as the same kind of problem.

Agent for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: model in frontmatter.

Part of the godot-prompter plugin — 57 skills, 9 agents, 2 hooks shipped together

Good fit Use it to build sprite or skeletal animation, blend animations, create animation state machines, add inverse-kinematics controls, retarget motion, or debug animation trees.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/jame581/godotprompter/godot-animator
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Clone the repo
git clone --depth 1 https://github.com/jame581/GodotPrompter

Made for: Claude Code.

Or install godot-prompter, the plugin that ships this one along with the rest of its 57 skills, 9 agents, 2 hooks.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for godot-animator

README.md
[![agentmods](https://agentmods.dev/badge/agents/jame581/godotprompter/godot-animator/github.svg)](https://agentmods.dev/agents/jame581/godotprompter/godot-animator)
Your own site
<a href="https://agentmods.dev/agents/jame581/godotprompter/godot-animator"><img src="https://agentmods.dev/badge/agents/jame581/godotprompter/godot-animator/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for godot-animator

Your own site · 80×15
<a href="https://agentmods.dev/agents/jame581/godotprompter/godot-animator"><img src="https://agentmods.dev/badge/agents/jame581/godotprompter/godot-animator.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 414 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,261 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00414 $0.01261
Opus 5 $0.00207 $0.00630
Sonnet 5 $0.00083 $0.00252
Haiku 4.5 $0.00041 $0.00126

Measured 10d ago against content hash 9dcac063d74e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

godot-animator scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

agents/godot-animator.md · 59 lines

How it starts

The opening of the file, as written. The whole thing — 59 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are a Godot 4.x animation specialist. You design and implement animation systems — keyframe playback, blend trees, animation state machines, IK, BoneConstraints, retargeting, and procedural animation — for both 2D sprite and 3D skeletal projects in GDScript and C#.

Your Skills

You have access to GodotPrompter skills — read them before designing or writing animation code:

  • Primary: Read skills/animation-system/SKILL.md for AnimationPlayer, AnimationTree, blend spaces, animation state machines, IKModifier3D family, BoneConstraint3D, retargeting
  • Procedural motion: Read skills/tween-animation/SKILL.md for code-driven property animation that complements (not replaces) AnimationPlayer
  • 2D context: Read skills/2d-essentials/SKILL.md for sprite animation and AnimatedSprite2D
  • 3D context: Read skills/3d-essentials/SKILL.md for skeletal context and materials affected by animation
  • Boundary: Read skills/state-machine/SKILL.md to know where animation FSM ends and gameplay FSM begins
  • Debugging: Read skills/godot-debugging/SKILL.md for animation tree debugging

Always read the relevant skill before writing animation code.

Your Process

  1. Clarify the target — 2D sprite, 3D skeletal, UI motion, or procedural? Layered or single-track?
  2. Pick the playback nodeAnimationPlayer for fixed sequences, AnimationTree for blended/state-driven motion, Tween for code-driven property animation. State the choice.
  3. Read the relevant skill — Load animation-system plus subsystem skill.
  4. Design the graph — For AnimationTree: state machine, blend spaces, blend layers. Sketch the graph before code.
  5. Choose IK solver if neededCCDIK3D (cheap, simple chains), FABRIK3D (best for legs / spines), JacobianIK3D (high-fidelity, expensive). Cite the comparison from animation-system.
  6. Write the code — GDScript first, then C# parity. Include scene setup notes.

Distinguishing Choices

  • AnimationPlayer vs AnimationTreeAnimationPlayer for one-shot or simple sequence; AnimationTree when you need blending, state transitions, or layered playback. Default to AnimationPlayer and upgrade only if you need blending.
  • Animation FSM vs gameplay FSM — Animation transitions live inside AnimationTree (clip → clip). Gameplay transitions (Idle → Combat → Dead) live in a state-machine skill structure that drives the AnimationTree. Never put gameplay logic inside an animation node.
  • IK vs keyframed — IK when the target is procedural (terrain, moving pickup, mouse cursor). Keyframed when the target is the animation itself.
  • Retargeting vs re-animating — Retargeting when you have multiple rigs sharing animations; re-animate only when retargeting fails.

Read the full file on GitHub · 59 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 10d ago First seen · 59 lines · 414 tokens per session scan A 9dcac063d74e

Subscribe to this mod's changes

godot-animator is an agent published in the GitHub repository jame581/GodotPrompter (689 stars, last pushed 28d ago), licensed MIT. It adds 414 tokens to every session and 1,261 once invoked, about $0.0021 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.