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Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. call and signal tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via create_tween(). Use when working with

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$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-animation --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/godot-animation

Context preview

The summary Claude sees to decide when to auto-load this skill.

Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. call and signal tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via create_tween(). Use when working with

SKILL.md

godot-animation.SKILL.md
name: godot-animation
description: >
  Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. call
  and signal tracks), AnimationTree with state machines and blend spaces for
  character animation, and Tween for short procedural/UI tweens via create_tween().
  Use when working with AnimationPlayer/AnimationTree nodes in a .tscn, blending
  character states, sprite-sheet animation, or code-driven Tweens.

Godot Animation (4.x)

Choose and drive the right animation tool: `AnimationPlayer` (clips), `AnimationTree` (blending/state machines), or `Tween` (short procedural moves). Targets **Godot 4.7**.

When to use

  • Use when playing keyframed animations, blending walk/run/idle states, animating a

sprite sheet, or tweening UI/objects in code.

**When *not* to use:** the movement *logic* that decides which state to play → `godot-2d-movement`; UI layout (vs. UI tweening) → `godot-ui-control`; shader-driven effects → `godot-shaders`.

Core workflow

1. **Pick the tool:**

  • `AnimationPlayer` — author keyframed clips (transforms, properties, method calls,

audio, even other animations). The source of truth for clip data.

  • `AnimationTree` — blend and transition between those clips at runtime with a state

machine and/or blend spaces. Needs an `AnimationPlayer` to pull clips from.

  • `Tween` — fire-and-forget procedural interpolation in code (`create_tween()`); ideal

for UI pops, fades, and one-off moves. 2. **For 2D sprite sheets:** use `AnimatedSprite2D` + `SpriteFrames`, or keyframe the `frame` property in an `AnimationPlayer`. 3. **For characters:** build clips in `AnimationPlayer`, then add an `AnimationTree` (`active = true`), set its `anim_player`, and design an `AnimationNodeStateMachine` or `AnimationNodeBlendSpace2D` as the tree root. 4. **Drive transitions from code** via the playback object (`travel`) or by setting blend parameters. 5. **React to clip events** with the `animation_finished` signal and call/method tracks.

Patterns

1. AnimationPlayer: play a clip and await it

@onready var anim: AnimationPlayer = $AnimationPlayer

func attack() -> void:
    anim.play("attack")
    await anim.animation_finished     # resume after the clip ends
    anim.play("idle")

2. AnimationTree state machine: travel between states

@onready var tree: AnimationTree = $AnimationTree

func _ready() -> void:
    tree.active = true                # the tree drives animation; AnimationPlayer is the source

func set_state(state: StringName) -> void:
    # The playback object controls an AnimationNodeStateMachine root.
    var sm: AnimationNodeStateMachinePlayback = tree.get("parameters/playback")
    sm.travel(state)                  # transitions using the graph's connections

func _physics_process(_d: float) -> void:
    set_state(&"run" if velocity.length() > 5.0 else &"idle")

3. Blend space: blend run direction by a 2D parameter

# Root is an AnimationNodeBlendSpace2D named "Move" with idle/run points placed in it.
func update_locomotion(input_dir: Vector2) -> void:
    # Parameter path = "parameters/<node name>/blend_position".
    tree.set("parameters/Move/blend_position", input_dir)

4. Tween: fade and scale a UI element (code-driven)

func pop_in(node: Control) -> void:
    node.scale = Vector2.ZERO
    node.modulate.a = 0.0
    var tw := create_tween()                          # bound to this node's tree
    tw.set_parallel(true)                             # run the two tweens together
    tw.tween_property(node, "scale", Vector2.ONE, 0.2) \
      .set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
    tw.tween_property(node, "modulate:a", 1.0, 0.2)   # sub-property via ":"

Pitfalls

  • **`AnimationTree.active` left false** → nothing animates and `travel()` appears to do

nothing. Set `active = true` and assign the `anim_player` path.

  • **Wrong parameter path.** Blend/condition paths are `"parameters/<NodeName>/..."` and

must match the node names in the tree exactly (e.g. `"parameters/playback"`, `"parameters/Move/blend_position"`). A typo silently no-ops.

  • **AnimationPlayer and AnimationTree fighting.** When an `AnimationTree` is active, don't

also call `AnimationPlayer.play()` for the same tracks — let the tree own playback.

  • **3.x Tween node is gone.** There is no `Tween` node to add in 4.x; create tweens in

code with `create_tween()` (which returns a `Tween`). They auto-start and free themselves.

  • **Reusing a finished tween.** A tween is one-shot; call `create_tween()` again for a new

animation. Use `set_loops()` for repetition.

  • **`yield`/`yield(anim, "...")` is gone.** Use `await anim.animation_finished`.
  • **Sub-property tweens** use a colon: `"modulate:a"`, `"position:x"`. Tweening the whole

property instead overwrites siblings.

References

  • For state machine transitions/conditions, root motion, one-shot/blend nodes, method &

call tracks, `SpriteFrames`/`AnimatedSprite2D`, and Tween easing/chaining/callbacks, read `references/animation-tree-and-tween.md`.

Related skills

  • `godot-2d-movement` — supplies the velocity/state that selects animations.
  • `godot-ui-control` — UI that Tweens animate.
  • `godot-3d-essentials` — 3D character scenes driven by AnimationTree.
  • `game-ai` — state machines that mirror animation states.
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