godot-animation

godot-animation is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 85 tokens per session (1,374 once invoked), scanned A, original, Apache-2.0.

A guide to animation in Godot 4.7, a game engine. It covers saved keyframe clips, systems that switch or blend between character movements, and short code-driven movements such as fades and UI effects.

In plain words
What is it for?
It helps animate characters, sprite sheets, game objects, and interface elements, including idle/walk/run transitions and one-off effects.
Why use it?
It helps choose the right animation method instead of handling every kind of movement the same way.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the godot plugin — 15 skills shipped together , and of gamedev

Good fit It helps animate characters, sprite sheets, game objects, and interface elements, including idle/walk/run transitions and one-off effects.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/godot-animation
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.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-animation
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install godot, the plugin that ships this one along with the rest of its 15 skills.

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-animation

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-animation/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-animation)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-animation"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-animation/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-animation

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-animation"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-animation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 85 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,374 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. Third-party audits
  • Socket pass 8 Aug 2026
  • Snyk pass 8 Aug 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00085 $0.01374
Opus 5 $0.00043 $0.00687
Sonnet 5 $0.00017 $0.00275
Haiku 4.5 $0.00009 $0.00137

Measured 12d ago against content hash 9d32ef721eaa, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

godot-animation 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 12d 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.

skills/godot/godot-animation/SKILL.md · 124 lines

How it starts

The opening of the file, as written. The whole thing — 124 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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

@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

@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")

Read the full file on GitHub · 124 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 12d ago First seen · 124 lines · 85 tokens per session scan A 9d32ef721eaa

Subscribe to this mod's changes

godot-animation is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 85 tokens to every session and 1,374 once invoked, about $0.0004 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.