animation-tree

animation-tree is a skill for Claude Code from SummerEngine/summer-engine-agent. It costs 86 tokens per session (3,870 once invoked), scanned A, original, MIT.

A guide for connecting a character's existing animation clips to gameplay behavior using an AnimationTree, a system that chooses and blends animations.

In plain words
What is it for?
Use it to set up idle, walking, and running blends, attacks, hit reactions, and death states for a character.
Why use it?
It prevents problems such as snapping between movements, attacks failing to interrupt walking, or characters returning to a T-pose.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions Claude Code; mentions Codex.

Needs its repository: it reads a path above its own folder, which exists only inside the repository. The line is summer_set_prop(scenePath: "res://main.tscn", path: "./World/Goblin/AnimationTree", key: "anim_player", value: "../AnimationPlayer").

Part of the summer plugin — 80 skills, 2 commands, 2 hooks, 1 MCP server shipped together

Good fit Use it to set up idle, walking, and running blends, attacks, hit reactions, and death states for a character.

Compare 6 skills from other repositories ↓
Install

Getting it into your agent

It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.

Clone the repo
git clone --depth 1 https://github.com/SummerEngine/summer-engine-agent
agentmods
npx agentmods add skills/summerengine/summer-engine-agent/animation-tree

Made for: Claude Code.

Or install summer, the plugin that ships this one along with the rest of its 80 skills, 2 commands, 2 hooks, 1 MCP server.

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-tree

README.md
[![agentmods](https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/animation-tree.svg)](https://agentmods.dev/skills/summerengine/summer-engine-agent/animation-tree)
Your own site
<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/animation-tree"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/animation-tree.svg" alt="Measured on agentmods" height="20"></a>
Per session 86 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,870 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
  • 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 $0.00086 $0.03870
Opus 5 $0.00043 $0.01935
Sonnet 5 $0.00017 $0.00774
Haiku 4.5 $0.00009 $0.00387

Measured 8d ago against content hash 501136143faf, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

animation-tree 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 8d 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/animation/animation-tree/SKILL.md · 287 lines

How it starts

The opening of the file, as written. The whole thing — 287 lines — stays where its author put it; the contents beside it link to each section on GitHub.

AnimationTree — Wire Clips Into Behavior

Generation gives you clips. The AnimationTree gives the character life. This skill is not generative — no FAL, no MCP AI calls. It composes existing clips on an AnimationPlayer into an AnimationTree with a StateMachine for distinct states (idle / attack / hit / dead) and BlendSpace nodes for continuous parameters (walk-run blend by speed). Done right, the character moves like a shipped game; done wrong, you get T-poses, snapping, or animations that "eat" each other.

The canonical Summer Engine stack:

Character (CharacterBody3D)
├── Skeleton3D (from the Meshy rig)
├── AnimationPlayer            # holds the raw clips (idle, walk, run, attack_sword, ...)
└── AnimationTree              # references AnimationPlayer, drives behavior

Before adding the tree, prove direct AnimationPlayer.play() visibly moves the rig. Godot may import animation GLBs as AnimationLibrary resources or as PackedScenes with embedded AnimationPlayers. If a copied clip appears in the list but the mesh T-poses, its tracks probably target a different root/skeleton path. Use the embedded player that came with the matching GLB, or remap/copy tracks only after confirming they target the active Skeleton3D. An inactive AnimationTree is also a no-op, so always set AnimationTree.active = true.

When to use this skill

  • Character has 3+ clips and switching between them via AnimationPlayer.play("walk") is causing pops, T-poses, or "starts halfway through".
  • Need a walk → run blend that's continuous, not boolean.
  • Need attack to interrupt locomotion but only on the upper body, while feet keep walking.
  • Need hit-react one-shot that returns to whatever state was playing before.
  • Building any non-trivial NPC or player character past the prototype phase.

When NOT to use this skill

  • Single-clip looping background prop (banner waving, water surface). Just AnimationPlayer.play("loop") is fine.
  • Cinematic with hand-authored timing. Use AnimationPlayer directly with play_with_capture; AnimationTree is overkill.
  • Character has zero clips — generate first via summer:animation/generate-motion.
  • Procedural-only animation (no clips, all IK). That's summer:animation/procedural-animation.

Read the full file on GitHub · 287 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. 8d ago First seen · 287 lines · 86 tokens per session scan A 501136143faf

Subscribe to this mod's changes

animation-tree is a skill published in the GitHub repository SummerEngine/summer-engine-agent (57 stars, last pushed 3d ago), licensed MIT. It adds 86 tokens to every session and 3,870 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.

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