Borrowing it
Nothing to install: this file belongs to hhhh124hhhh/godot-mcp. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/hhhh124hhhh/godot-mcp/main/.claude/skills/godot-skills/sub-skills/godot-animation-studio/SKILL.mdgit clone --depth 1 https://github.com/hhhh124hhhh/godot-mcpWrote 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/skills/hhhh124hhhh/godot-mcp/godot-animation-studio)<a href="https://agentmods.dev/skills/hhhh124hhhh/godot-mcp/godot-animation-studio"><img src="https://agentmods.dev/badge/skills/hhhh124hhhh/godot-mcp/godot-animation-studio/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/skills/hhhh124hhhh/godot-mcp/godot-animation-studio"><img src="https://agentmods.dev/badge/skills/hhhh124hhhh/godot-mcp/godot-animation-studio.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 | $0.00040 | $0.06139 |
| Opus 5 | $0.00020 | $0.03070 |
| Sonnet 5 | $0.00008 | $0.01228 |
| Haiku 4.5 | $0.00004 | $0.00614 |
Grade A, and why
godot-animation-studio 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.
How it starts
The opening of the file, as written. The whole thing — 774 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot 动画工作室专家技能
重要提示: 本技能的所有代码示例均基于 Godot 4.5 最佳实践,使用 GDScript 语法。 确保在 Godot 4.x 环境中使用,注意 AnimationPlayer 和 Tween 系统的新 API 变化。
技能概述
godot-animation-studio 是专门用于 Godot 游戏资源创建和动画制作的智能化技能,能够根据用户的自然语言描述自动完成精灵导入与切片、动画配置与优化、粒子特效制作、音效集成、资源管理等完整资源制作流程。
核心功能
🎨 精灵资源管理
- 智能导入:自动导入和配置精灵图集
- 切片优化:智能精灵切片和网格布局
- 格式转换:支持多种图片格式转换和优化
- 批量处理:批量导入和处理大量精灵资源
🎬 动画系统制作
- AnimationPlayer配置:创建和配置动画播放器
- AnimationTree状态机:复杂的动画状态机设计
- 骨骼动画:2D骨骼动画和蒙皮系统
- 动画混合:流畅的动画过渡和混合
✨ 粒子特效制作
- GPUParticles2D/3D:GPU粒子系统配置
- CPUParticles2D/3D:CPU粒子系统优化
- 粒子材质:自定义粒子着色器和材质
- 特效组合:复杂特效的组合和层级管理
🎵 音效资源集成
- 音频导入:多种音频格式的导入和优化
- 音效管理:音效库的分类和管理
- 3D音效:空间音效和音频听者设置
- 动态音效:程序化音效生成和调制
使用方法
角色动画制作
用户: "我需要为一个骑士角色制作待机、行走、攻击、受伤四种动画"
系统: 自动实现:
- 导入骑士精灵图集
- 智能切片和命名规范
- 创建AnimationPlayer和动画轨道
- 配置动画时长和过渡
- 创建AnimationTree状态机
- 添加动画事件和回调
粒子特效制作
用户: "创建一个火焰爆炸特效,包含火花、烟雾和冲击波"
系统: 智能生成:
- GPUParticles2D火焰粒子系统
- 烟雾粒子配置
- 冲击波扩散效果
- 粒子材质和着色器
- 多层级特效组合
- 音效同步集成
UI动画制作
用户: "为按钮制作悬停、点击、禁用三种状态的动画"
系统: 全面开发:
- 按钮精灵状态导入
- 悬停缩放动画
- 点击弹跳效果
- 禁用淡出效果
- 平滑过渡配置
- 音效集成
环境动画制作
用户: "制作一个动态的森林场景,包含摇曳的树木和飘落的叶子"
系统: 完整实现:
- 树木摇摆动画
- 叶子飘落粒子
- 风力方向变化
- 动态光照效果
- 环境音效集成
工作流程
1. 资源分析
# 分析资源需求
- 识别动画类型和复杂度
- 确定资源格式和规格
- 评估制作时间和技术要求
2. 资源准备
# 准备资源素材
- 导入和优化图片资源
- 处理音频文件
- 创建基础材质和着色器
3. 动画制作
# 制作动画内容
- 创建动画时间轴
- 设置关键帧和曲线
- 配置动画过渡和混合
4. 集成测试
# 测试和优化
- 运行时性能测试
- 视觉效果调整
- 音画同步验证
MCP 工具集成
资源管理工具
import_asset- 导入资源文件create_resource- 创建动画和特效资源configure_resource- 配置资源属性optimize_asset- 优化资源大小和质量
动画工具
create_animation_player- 创建动画播放器create_animation_tree- 创建动画状态机add_animation_track- 添加动画轨道set_animation_key- 设置动画关键帧
粒子系统工具
create_particles- 创建粒子系统configure_particles- 配置粒子参数create_particle_material- 创建粒子材质add_particle_emitter- 添加粒子发射器
音频工具
import_audio- 导入音频文件create_audio_stream- 创建音频流configure_audio_bus- 配置音频总线set_3d_audio- 设置3D音频效果
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.
- 12d ago First seen · 774 lines · 40 tokens per session scan A 4f3b125561a0
godot-animation-studio is a skill published in the GitHub repository hhhh124hhhh/godot-mcp (42 stars, last pushed 10mo ago), licensed MIT. It adds 40 tokens to every session and 6,139 once invoked, about $0.0002 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 skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.