godot-animator

godot-animator is an agent for Claude Code from jame581/GodotPrompter. It costs 489 tokens per session (1,297 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 — 61 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 61 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 489 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,297 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 $0.00489 $0.01297
Opus 5.5 $0.00196 $0.00519
Sonnet 5.5 $0.00098 $0.00259
Haiku 4.5 $0.00049 $0.00130

Measured 25d ago against content hash 9fce4116ba5f, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, 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 25d 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 · 58 lines

How it starts

The opening of the file, as written. The whole thing — 58 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 node — AnimationPlayer 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 needed — TwoBoneIK3D (two-bone limbs; needs a pole node), FABRIK3D (simple chains without joint limits), CCDIK3D (joints with limits), SplineIK3D (follows a Path3D), JacobianIK3D (smooth organic motion, slower tracking). Cite the comparison from animation-system.
  6. Write the code — GDScript first, then C# parity. Include scene setup notes.

Read the full file on GitHub · 58 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. 25d ago Changed 9fce4116ba5f
  2. 1mo ago Changed · -1 lines · +75 tokens per session 03eaa6f89ea7
  3. 2mo 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 (929 stars, last pushed 5d ago), licensed MIT. It adds 489 tokens to every session and 1,297 once invoked, about $0.0020 per session on Opus 5.5. 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.

Related

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