animation-patterns

animation-patterns is a skill for Claude Code, Codex from HermeticOrmus/LibreGameDev-Claude-Code. It costs 0 tokens per session (2,015 once invoked), scanned A, original, MIT.

A Godot animation pattern for driving a character’s locomotion from movement speed and direction. It uses AnimationTree with a two-dimensional blend space and state machine.

In plain words
What is it for?
It helps connect a CharacterBody3D’s velocity to animation blending and configure locomotion states and clips in Godot.
Why use it?
It provides a repeatable way to make idle, running, and strafing animations follow the character’s movement.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/hermeticormus/libregamedev-claude-code/animation-patterns
Any agent
npx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill animation-patterns
Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code, Codex.

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 animation-patterns

README.md
[![agentmods](https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/animation-patterns.svg)](https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/animation-patterns)
Your own site
<a href="https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/animation-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/animation-patterns.svg" alt="Measured on agentmods" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,015 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00000 $0.02015
Opus 5 $0.00000 $0.01007
Sonnet 5 $0.00000 $0.00403
Haiku 4.5 $0.00000 $0.00201

Measured 4d ago against content hash 19048707a1f6, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

animation-patterns 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 4d 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.

plugins/animation-systems/skills/animation-patterns/SKILL.md · 221 lines

How it starts

The opening of the file, as written. The whole thing — 221 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Animation Patterns

Godot AnimationTree BlendSpace2D Locomotion

# Locomotion blend tree setup - driven by velocity
class_name PlayerAnimator extends Node
@onready var animation_tree: AnimationTree = $AnimationTree
@onready var body: CharacterBody3D = get_parent()

const BLEND_PATH := "parameters/LocomotionBlend/blend_position"
const SPEED_PATH := "parameters/SpeedBlend/blend_amount"

func _physics_process(_delta: float) -> void:
    var velocity := body.velocity
    var speed := velocity.length()

    # 2D blend space: X=strafe (-1 left, 1 right), Y=forward (0 idle, 1 run)
    # Normalize by max speed so blend space uses [0,1] range
    var horizontal := body.global_transform.basis.x.dot(velocity) / 6.0
    var forward := -body.global_transform.basis.z.dot(velocity) / 6.0

    animation_tree.set(BLEND_PATH, Vector2(horizontal, forward))
    animation_tree.set(SPEED_PATH, speed / 6.0)  # 6.0 = max run speed

# AnimationTree configuration (in Godot editor):
# Root: AnimationNodeStateMachine
#   State "Locomotion": AnimationNodeBlendSpace2D
#     Points:
#       (0, 0) = "idle" clip
#       (0, 1) = "run_forward" clip
#       (1, 0) = "strafe_right" clip
#       (-1, 0) = "strafe_left" clip
#       (0, -1) = "walk_backward" clip
#     Blend mode: Interpolation (linear)
#   State "Jump": AnimationNodeAnimation ("jump" clip, no loop)
#   State "Land": AnimationNodeAnimation ("land" clip, no loop)
#   Transitions:
#     Locomotion -> Jump: condition "is_jumping" (bool param)
#     Jump -> Land: advance condition "animation_finished"
#     Land -> Locomotion: advance condition "animation_finished"

AnimationNodeStateMachine Transitions (GDScript)

# Trigger state transitions through AnimationTree parameters
func jump() -> void:
    animation_tree.set("parameters/conditions/is_jumping", true)
    # Reset after one frame so it acts as a trigger
    await get_tree().process_frame
    animation_tree.set("parameters/conditions/is_jumping", false)

func land() -> void:
    animation_tree.set("parameters/conditions/is_landing", true)
    await get_tree().process_frame
    animation_tree.set("parameters/conditions/is_landing", false)

# Reading current state name for logic decisions
func get_current_animation() -> StringName:
    var playback: AnimationNodeStateMachinePlayback = animation_tree.get(
        "parameters/playback"
    )
    return playback.get_current_node()

func is_in_state(state_name: StringName) -> bool:
    return get_current_animation() == state_name

Read the full file on GitHub · 221 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. 4d ago First seen · 221 lines · 0 tokens per session scan A 19048707a1f6

Subscribe to this mod's changes

animation-patterns is a skill published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (6 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 2,015 tokens. 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 2026-08-31.

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