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animation-system

animation-system

github.com/jame581Development889185 installsUpdated 5d ago
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About animation-system

A Godot 4.3+ animation skill for developers, covering AnimationPlayer, AnimationTree, sprite animation, and 3D skeletal animation with GDScript and C# examples.

Key features

  1. 01AnimationPlayer playback and control
  2. 02AnimationTree state machines and blending
  3. 03Sprite frame animation
  4. 04Animation signals and method call tracks
  5. 053D skeleton modifiers and IK
  6. 06Animation markers and retargeting

Use cases

  1. 01Set up character walk and attack animations
  2. 02Blend smoothly between animation states
  3. 03Trigger hitboxes or sounds at animation frames
  4. 04Configure skeletal IK for 3D characters

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/jame581/godotprompter --skill animation-system

After installing, type/animation-systemin Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

references/
animation-markers.md
blend-spaces.md
bone-constraints.md
common-pitfalls.md
common-recipes.md
ik-recipes.md
ik-solver-comparison.md
retargeting.md
skeleton-modifiers.md
sprite-animation.md
state-machine-examples.md

Details

From the project README

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
NodeUse ForComplexityNotes
AnimationPlayerSimple playback, one-shot effectsLowPlay/stop/queue individual clips directly
AnimationTreeBlending, transitions, layered animationMedium-HighState 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).

GDScript — Basic Playback
extends CharacterBody2D

@onready var anim_player: AnimationPlayer = $AnimationPlayer

func _physics_process(delta: float) -> void:
    var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")

    if input_dir != Vector2.ZERO:
        velocity = input_dir * 200.0
        anim_player.play("walk")
    else:
        velocity = Vector2.ZERO
        anim_player.play("idle")

    move_and_slide()
C# — Basic Playback
using Godot;

public partial class Character : CharacterBody2D
{
    private AnimationPlayer _animPlayer;

    public override void _Ready()
    {
        _animPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
    }

    public override void _PhysicsProcess(double delta)
    {
        Vector2 inputDir = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");

        if (inputDir != Vector2.Zero)
        {
            Velocity = inputDir * 200.0f;
            _animPlayer.Play("walk");
        }
        else
        {
            Velocity = Vector2.Zero;
            _animPlayer.Play("idle");
        }

        MoveAndSlide();
    }
}

Calling play() with the same animation name while it's already playing does nothing (no restart). This is safe to call every frame.

Playback Control
anim_player.play("attack")
anim_player.play_backwards("attack")
anim_player.queue("idle")            # play after current
anim_player.stop()
anim_player.pause()
anim_player.play()                   # resume from paused position
anim_player.speed_scale = 2.0
anim_player.seek(0.5)
_animPlayer.Play("attack");
_animPlayer.PlayBackwards("attack");
_animPlayer.Queue("idle");
_animPlayer.Stop();
_animPlayer.Pause();
_animPlayer.Play();
_animPlayer.SpeedScale = 2.0f;
_animPlayer.Seek(0.5);

3. Animation Signals

func _ready() -> void:
    anim_player.animation_finished.connect(_on_animation_finished)

func _on_animation_finished(anim_name: StringName) -> void:
    match anim_name:
        "attack":
            anim_player.play("idle")
        "death":
            queue_free()
public override void _Ready()
{
    _animPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
    _animPlayer.AnimationFinished += OnAnimationFinished;
}

private void OnAnimationFinished(StringName animName)
{
    if (animName == "attack")
        _animPlayer.Play("idle");
    else if (animName == "death")
        QueueFree();
}
Method Call Tracks

Add a Call Method track to trigger game logic at exact animation frames (spawn projectile at frame 5, play SFX at impact frame, enable hitbox during swing). In the Animation panel: Add Track → Call Method Track → select target node → add keyframes → set method name and arguments.

func spawn_projectile() -> void:
    var bullet := preload("res://scenes/bullet.tscn").instantiate()
    get_parent().add_child(bullet)
    bullet.global_position = $Muzzle.global_position

func enable_hitbox() -> void:
    $HitboxArea/CollisionShape2D.disabled = false

4. Sprite Frame Animation

Two approaches for 2D character animation: AnimatedSprite2D (quick, frames-only) and AnimationPlayer + Sprite2D (full property animation). Pick AnimatedSprite2D for simple characters; AnimationPlayer when you also animate hitboxes, particles, sounds, or other properties in sync.

See references/sprite-animation.md for the full GDScript and C# example (a CharacterBody2D walking with AnimatedSprite2D driven by Input.get_vector and flip_h).

Ping-Pong Playback (Godot 4.7+)

SpriteFrames replaces the bool set_animation_loop() (deprecated) with set_animation_loop_mode(anim, SpriteFrames.LOOP_PINGPONG) (also LOOP_NONE, LOOP_LINEAR); works with AnimatedSprite2D and AnimatedSprite3D.

See references/sprite-animation.md for the GDScript + C# snippet.


5. AnimationTree — Canonical State Machine

Scene Structure
Character (CharacterBody2D)
├── Sprite2D
├── AnimationPlayer        ← holds all clips
└── AnimationTree          ← controls blending/transitions
    (tree_root = AnimationNodeStateMachine or AnimationNodeBlendTree)

Setup: Add AnimationTree as a sibling of AnimationPlayer. Set anim_player to point at the AnimationPlayer. Set active = true. Choose a root: AnimationNodeStateMachine (discrete states with transitions) or AnimationNodeBlendTree (continuous blending).

State Machine Playback

The canonical pattern: cache AnimationNodeStateMachinePlayback from anim_tree["parameters/playback"], call travel("state") from gameplay code (travel() transitions smoothly; start() switches immediately), and query the active state with get_current_node().

See references/state-machine-examples.md for the full GDScript and C# CharacterBody2D example.

Blend Trees — BlendSpace1D / BlendSpace2D

For continuous blending (walk↔run on speed, 4/8-directional movement on a 2D vector), set the root to AnimationNodeBlendTree, add a BlendSpace1D or BlendSpace2D, and set anim_tree["parameters/BlendSpace2D/blend_position"] from gameplay code every frame.

See references/blend-spaces.md for blend point placement and the GDScript + C# code that drives a 1D speed blend and a 2D direction blend.

Named Blend Points (Godot 4.7+)

add_blend_point() gains an optional name parameter (pass one: empty names will be deprecated); look points up with find_blend_point_by_name().

See references/blend-spaces.md for the GDScript + C# snippet.

⚠️ Changed in Godot 4.7: the bool sync on AnimationNodeBlendSpace1D/2D is deprecated, replaced by the sync_mode property (C#: SyncMode), which takes an enum: SYNC_MODE_NONE (default — inactive animations frozen), SYNC_MODE_INDEPENDENT (the old sync = true), SYNC_MODE_CYCLIC_MUTABLE, SYNC_MODE_CYCLIC_CONSTANT. If a tree that blended correctly in 4.6 stops transitioning correctly, set sync_mode on each blend space. Full enum semantics: references/blend-spaces.md.


6. Skeleton Modifiers (3D, 4.4+)

LookAtModifier3D (Godot 4.4+)

Procedurally rotates a bone to look at a world-space target. Ideal for head tracking and eye contact without extra animation clips.

See references/skeleton-modifiers.md for the full GDScript and C# example with angle limits and influence blending.

⚠️ Changed in Godot 4.7: LookAtModifier3D.relative defaults to false (rotation relative to the rest pose); only 4.6.0 used true. Set relative = true to restore it — details in references/skeleton-modifiers.md.

BoneConstraint3D (Godot 4.5+)

AimModifier3D, CopyTransformModifier3D, and ConvertTransformModifier3D take their reference from another bone on the same skeleton (mirroring, secondary rig binding, bone-to-bone aiming); from Godot 4.6 the reference can also be a Node3D (REFERENCE_TYPE_NODE).

See references/bone-constraints.md for the full deep dive — modifier table, scene structure, GDScript and C# examples for AimModifier3D and CopyTransformModifier3D.

SpringBoneSimulator3D (Godot 4.4+)

Simulates spring physics on bones — hair, capes, tails, antennas bounce and sway procedurally. Add as child of Skeleton3D, configure spring chains (root bone, end bone, radius, stiffness, drag, gravity) in the Inspector.

See references/skeleton-modifiers.md for property reference table and recommended starting values per use-case (hair, antennas, capes).

Animation Markers (Godot 4.4+)

Named points/regions inside a clip (timeline → Insert Marker...) for subregion loops and frame-exact events without splitting clips; play a region with play_section_with_markers().

See references/animation-markers.md for the workflow and GDScript + C# code.

Animation Retargeting (Godot 4.3+)

Godot 4.3 retargets animations from one skeleton to another during .glb/.gltf import via SkeletonProfile (e.g., SkeletonProfileHumanoid). Animations then target generic profile bone names, so any matching skeleton can play them.

See references/retargeting.md for the full import-dock setup steps.


7. IKModifier3D — Solver Comparison (Godot 4.6+)

Godot 4.6 adds IKModifier3D, a base class for skeletal IK solvers, with five ready-to-use solvers: TwoBoneIK3D, CCDIK3D, FABRIK3D, JacobianIK3D and SplineIK3D. These are SkeletonModifier3D children of Skeleton3D and work alongside other modifiers (e.g., LookAtModifier3D).

Pick by chain: TwoBoneIK3D for exactly-two-bone limbs (needs a pole node), FABRIK3D for simple chains without joint limits, CCDIK3D when joints have limits, SplineIK3D to follow a Path3D, and JacobianIK3D for smooth organic motion with slower tracking.

See references/ik-solver-comparison.md for the full solver comparison table and selection guidance.

See references/ik-recipes.md for the full GDScript and C# recipes — arm reach with influence blending (CCDIK3D), foot placement on uneven terrain (FABRIK3D + raycast), and basic FABRIK arm IK setup.


8. Common Recipes

Two gameplay-flavored animation recipes: a hit-flash modulate tween and a buffered attack combo using AnimationPlayer's Call Method track.

See references/common-recipes.md for the full GDScript and C# code (Hit Flash, Attack Combo with combo-window buffering).


9. Common Pitfalls

Quick symptom → cause → fix table covering animation snapping instead of blending, an inactive AnimationTree, travel() not transitioning, wrong track node paths, silent Call Method tracks, dead blend parameters, and per-frame play() resets.

See references/common-pitfalls.md for the full table.


10. Implementation Checklist

  • AnimationPlayer is a direct child of the animated node (not nested deeper)
  • All animation track node paths are valid (no broken references after scene restructuring)
  • AnimationTree active is set to true and anim_player points to the correct AnimationPlayer
  • State machine transitions have appropriate fade times (0.1–0.2s for responsive gameplay)
  • Looping animations (idle, walk, run) have loop mode set to Loop in the Animation panel
  • One-shot animations (attack, jump, death) have loop mode set to None
  • Call Method tracks are used for gameplay events (hitbox enable/disable, spawn projectiles, play SFX)
  • Blend parameters are set from gameplay code every frame (not just on state change)
  • animation_finished signal is connected for one-shot animations that need follow-up logic
  • Head/eye tracking uses LookAtModifier3D instead of manual bone rotation (Godot 4.4+)
  • Hair, capes, and tails use SpringBoneSimulator3D instead of custom physics scripts (Godot 4.4+)
  • Shared animation libraries use retargeting with SkeletonProfileHumanoid (Godot 4.3+)
  • Bone-to-bone aim/copy constraints use AimModifier3D / CopyTransformModifier3D instead of manual bone transform code (Godot 4.5+)
  • Arm/leg IK uses IKModifier3D subclasses (TwoBoneIK3D with a pole node for two-bone limbs, FABRIK3D or CCDIK3D for longer chains) rather than custom IK scripts (Godot 4.6+)

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