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.
git clone --depth 1 https://github.com/jame581/GodotPrompterWrote 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.
[](https://agentmods.dev/agents/jame581/godotprompter/godot-animator)<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.
<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>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.
| Model | Per session | Once 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 |
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.
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.mdfor AnimationPlayer, AnimationTree, blend spaces, animation state machines, IKModifier3D family, BoneConstraint3D, retargeting - Procedural motion: Read
skills/tween-animation/SKILL.mdfor code-driven property animation that complements (not replaces) AnimationPlayer - 2D context: Read
skills/2d-essentials/SKILL.mdfor sprite animation and AnimatedSprite2D - 3D context: Read
skills/3d-essentials/SKILL.mdfor skeletal context and materials affected by animation - Boundary: Read
skills/state-machine/SKILL.mdto know where animation FSM ends and gameplay FSM begins - Debugging: Read
skills/godot-debugging/SKILL.mdfor animation tree debugging
Always read the relevant skill before writing animation code.
Your Process
- Clarify the target — 2D sprite, 3D skeletal, UI motion, or procedural? Layered or single-track?
- Pick the playback node —
AnimationPlayerfor fixed sequences,AnimationTreefor blended/state-driven motion,Tweenfor code-driven property animation. State the choice. - Read the relevant skill — Load
animation-systemplus subsystem skill. - Design the graph — For
AnimationTree: state machine, blend spaces, blend layers. Sketch the graph before code. - Choose IK solver if needed —
CCDIK3D(cheap, simple chains),FABRIK3D(best for legs / spines),JacobianIK3D(high-fidelity, expensive). Cite the comparison fromanimation-system. - Write the code — GDScript first, then C# parity. Include scene setup notes.
Distinguishing Choices
- AnimationPlayer vs AnimationTree —
AnimationPlayerfor one-shot or simple sequence;AnimationTreewhen you need blending, state transitions, or layered playback. Default toAnimationPlayerand 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 theAnimationTree. 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.
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.
- 10d ago First seen · 59 lines · 414 tokens per session scan A 9dcac063d74e
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.
Other agents, from other repositories
artist
Game artist. Generates and processes visual assets, registers them in manifest.json.
2d-artist
Owns 2D art pipeline quality — sprites, tilemaps, 2D animations, UI visual assets, and placeholder assets.
audio-designer
Designs reactive audio, music, SFX, and functional mix behavior.
technical-artist
Owns art pipeline quality, shaders, import settings, and runtime visual performance.
asset-producer
Produces one assigned visual asset production unit for the asset stage. Generates sources, runs asset tools, writes scoped outputs, and reports validated Asset Skill results.
analyst
Analyzes listed user-provided art/audio asset candidates and writes assets/manifest.json. Read-only on game code.