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.
npx skills add jame581/GodotPrompter --skill animation-systemgit 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/skills/jame581/godotprompter/animation-system)<a href="https://agentmods.dev/skills/jame581/godotprompter/animation-system"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/animation-system/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/jame581/godotprompter/animation-system"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/animation-system.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00027 | $0.03438 |
| Opus 5.5 | $0.00011 | $0.01375 |
| Sonnet 5.5 | $0.00005 | $0.00688 |
| Haiku 4.5 | $0.00003 | $0.00344 |
Grade A, and why
animation-system 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 yesterday.
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 — 306 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Animation System in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Related skills: state-machine for gameplay state management, player-controller for movement that drives animation, component-system for reusable animation components, 2d-essentials for TileMaps, parallax scrolling, 2D lights, and canvas layer organization, 3d-essentials for AnimationTree and 3D animation blending, shader-basics for shader-driven hit flash and dissolve effects, tween-animation for code-driven motion alongside keyframe animation.
1. Core Concepts
AnimationPlayer vs AnimationTree
| Node | Use For | Complexity | Notes |
|---|---|---|---|
AnimationPlayer |
Simple playback, one-shot effects | Low | Play/stop/queue individual clips directly |
AnimationTree |
Blending, transitions, layered animation | Medium-High | State machines and blend trees for smooth transitions |
Rule of thumb: Start with AnimationPlayer. Add AnimationTree when you need blending between animations (walk/run blend, directional movement, layered upper/lower body).
Animation Workflow
1. Create AnimationPlayer node → holds all animation clips
2. Add tracks in the Animation panel → keyframe properties, methods, audio
3. (Optional) Add AnimationTree → blend/transition logic
4. Trigger from code → play(), travel(), set parameters
2. AnimationPlayer Basics
Scene Structure
Character (CharacterBody2D)
├── Sprite2D
└── AnimationPlayer
AnimationPlayer can animate any property on any sibling or child node: sprite frames, modulate, position, rotation, scale, visibility, collision shape disabled state, method calls (Call Method track), audio playback (Audio Playback track).
What ships with it
11 files 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.
- references/animation-markers.md 1.6 KB
- references/blend-spaces.md 2.4 KB
- references/bone-constraints.md 3.6 KB
- references/common-pitfalls.md 1.8 KB
- references/common-recipes.md 3.2 KB
- references/ik-recipes.md 6.8 KB
- references/ik-solver-comparison.md 1.6 KB
- references/retargeting.md 838 B
- references/skeleton-modifiers.md 2.8 KB
- references/sprite-animation.md 2.9 KB
- references/state-machine-examples.md 1.9 KB
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.
- yesterday Changed 62bc11f1235c
- 2d ago Changed · -28 lines 32b94c4d2439
- 11d ago Changed 41e9ebb87c50
- 1mo ago First seen · 334 lines · 27 tokens per session scan A a77e5974560e
animation-system is a skill published in the GitHub repository jame581/GodotPrompter (866 stars, last pushed 2d ago), licensed MIT. It adds 27 tokens to every session and 3,438 once invoked, about $0.0001 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.
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