godot-animation-player
Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation…
Skill by bgrenat
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About
Use cases: design
Reviews
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Permissions
What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/godot-animation-player
What's inside
- Skill name
godot-animation-player- Description
- Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and RESET tracks. Use for timeline-based animations, cutscenes, or UI transitions. Trigger keywords: AnimationPlayer, Animation, track_insert_key, root_motion, animation_finished, RESET_track, call_mode, animation_set_next, queue, blend_times.
- License
- LGPL-3.0
- Instructions
- 477 lines in SKILL.md · view on GitHub
Files (14)
- SKILL.md
- active_animation_culler.gd · scripts/
- animation_sequencer.gd · scripts/
- audio_sync_tracks.gd · scripts/
- bezier_curve_extraction.gd · scripts/
- character_part_swapper_tracks.gd · scripts/
- dynamic_shader_animation.gd · scripts/
- method_track_logic.gd · scripts/
- precise_audio_sync.gd · scripts/
- procedural_track_modifier.gd · scripts/
- programmatic_anim.gd · scripts/
- reset_track_orchestrator.gd · scripts/
- root_motion_physics_sync.gd · scripts/
- runtime_anim_lib_swapper.gd · scripts/
SKILL.md (first lines)
# AnimationPlayer
Expert guidance for Godot's timeline-based keyframe animation system.
## NEVER Do
- **NEVER forget RESET tracks** — Without a RESET track, animated properties don't restore to initial values when changing scenes. Create RESET animation with all default states [12].
- **NEVER use `Animation.CALL_MODE_CONTINUOUS` for function calls** — This calls the method EVERY frame during the keyframe. Use `CALL_MODE_DISCRETE` (calls once) to avoid logic spam [13, 77].
- **NEVER animate resource properties directly** — Animating `material.albedo_color` creates embedded resources that bloat file size. Store the material in a variable or use `instance uniform` instead [14].
- **NEVER use `animation_finished` for looping animations** — This signal doesn't fire for looped animations. Use `animation_looped` or check `current_animation` in `_process()`.
- **NEVER hardcode animation names as strings across large codebases** — Use constants or enums. Typos cause silent failures.
- **NEVER use `seek()` without `update=true` for same-frame logic** — If you need properties to update immediately (e.g., for physics checks), you MUST set the `update` parameter to `true`.
- **NEVER leave unnecessary AnimationPlayers `active`** — If an entity is off-screen and its animation is purely visual (no logic tracks), set `active = false` to save significant CPU/GPU processing [317].
- **NEVER change `AnimationLibrary` content while it is playing** — This causes immediate crashes or undefined transform states. Stop the player or wait for the `finished` signal before swapping libraries.
- **NEVER rely on `speed_scale` for long-term synchronization** — For multiplayer or rhythm games, use `seek()` with a global time reference to prevent frame-drift.
---
## Godot 4.7: Animation
- Animation editor tracks can be **collapsed** for dense timelines.
- `Animation.length` metadata is **double** precision (was float).
## Available Scripts
> **MANDATORY**: Read the appropriate script before implementing the corresponding pattern.
### [method_track_logic.gd](scripts/method_track_logic.gd)
Expert logic triggers using `CALL_MODE_DISCRETE` for high-precision hitbox and state management.
### [runtime_anim_lib_swapper.gd](scripts/runtime_anim_lib_swapper.gd)
Managing multiple `AnimationLibrary` resources (Stances, Weapons) on a single `AnimationPlayer`.
### [dynamic_shader_animation.gd](scripts/dynamic_shader_animation.gd)
Animating shader uniforms (e.g., dissolve, glow) in sync with timeline keyframes.
### [procedural_track_modifier.gd](scripts/procedural_track_modifier.gd)
Runtime modification of existing tracks (e.g., jump height tweaking) without creating new Animation resources.
### [reset_track_orchestrator.gd](scripts/reset_track_orchestrator.gd)
Pattern for forced, immediate state resets across complex multi-track node setups.
### [bezier_curve_extraction.gd](scripts/bezier_curve_extraction.gd)
Extracting numeric data from Bezier tracks at runtime to drive procedural VFX or physics.
### [active_animation_culler.gd](scripts/active_animation_culler.gd)
Performance optimization: using `VisibleOnScreenNotifier` to disable `AnimationPlayer.active`.
### [root_motion_physics_sync.gd](scripts/root_motion_physics_sync.gd)
Expert 3D CharacterBody motion extraction using `get_root_motion_position`.
### [character_part_swapper_tracks.gd](scripts/character_part_swapper_tracks.gd)
Character customization (equipment/slots) managed entirely through Animation timeline tracks.
### [precise_audio_sync.gd](scripts/precise_audio_sync.gd)
Perfectly timed SFX using `TYPE_AUDIO` tracks with volume, pitch, and start-offset control.
---
## Track Types Deep Dive
### Value Tracks (Property Animation)
```gdscript
# Animate ANY property: position, color, volume, custom variables
var anim := Animation.new()
anim.length = 2.0
# Position track
var pos_track := anim.add_track(Animation.TYPE_VALUE)
anim.track_set_path(pos_track, ".:position")
anim.track_insert_key(pos_track, 0.0, Vector2(0, 0))
anim.track_insert_key(pos_track, 1.0, Vector2(100, 0))
anim.track_set_interpolation_type(pos_track, Animation.INTERPOLATION_CUBIC)
# Color track (modulate)
var color_track := anim.add_track(Animation.TYPE_VALUE)
anim.track_set_path(color_track, "Sprite2D:modulate")
anim.track_insert_key(color_track, 0.0, Color.WHITE)
anim.track_insert_key(color_track, 2.0, Color.TRANSPARENT)
$AnimationPlayer.add_animation("fade_move", anim)
$AnimationPlayer.play("fade_move")
```
### Method Tracks (Function Calls)
```gdscript
# Call functions at specific timestamps
var method_track := anim.add_track(Animation.TYPE_METHOD)
anim.track_set_path(method_track, ".") # Path to node
# Insert method calls
anim.track_insert_key(method_track, 0.5, {
"method": "spawn_particle",
"args": [Vector2(50, 50)]
})
anim.track_insert_key(method_track, 1.5, {
"method": "play_sound",
"args": ["res://sounds/explosion.ogg"]
})
# CRITICAL: Set call mode to DISCRETE
anim.track_set_call_mode(method_track, Animation.CALL_MODE_DISCRETE)
# Methods must exist on target node:
func spawn_particle(pos: Vector2) -> void:
# Spawn particle at position
pass
func play_sound(sound_path: String) -> void:
$AudioStreamPlayer.stream = load(sound_path)
$AudioStreamPlayer.play()
```
### Audio Tracks
```gdscriptFrom bgrenat/godot-game-dev-studio, LGPL-3.0.
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Signals
- Stars
- 24
- Forks
- 3
- Open issues
- 0
- Last commit (this folder)
- Oct 12, 2026 (18 days ago)
- Last release
- Oct 12, 2026 (18 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- LGPL-3.0
- Repository
- github.com/bgrenat/godot-game-dev-studio
- Website
- powehi.eu
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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godot-animation-player skill. Agent Mart. https://agentmart.dev/skills/bgrenat-godot-animation-player (last updated 2026-10-24)