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/animation

Reviews Godot Animation implementation for known pitfalls. Triggers AFTER implementation, when code involves AnimationPlayer, AnimationTree, AnimatedSprite2D, SpriteFrames, AnimationNodeStateMachine, BlendSpace, OneShot, callback_mode_process, or animation playback control

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$ npx -y skills add RandallLiuXin/GodotMaker --skill 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/animation

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

Reviews Godot Animation implementation for known pitfalls. Triggers AFTER implementation, when code involves AnimationPlayer, AnimationTree, AnimatedSprite2D, SpriteFrames, AnimationNodeStateMachine, BlendSpace, OneShot, callback_mode_process, or animation playback control

SKILL.md

animation.SKILL.md
name: animation-review
description: |
  Reviews Godot Animation implementation for known pitfalls.
  Triggers AFTER implementation, when code involves AnimationPlayer, AnimationTree,
  AnimatedSprite2D, SpriteFrames, AnimationNodeStateMachine, BlendSpace, OneShot,
  callback_mode_process, or animation playback control (play/travel/start).
  Do NOT use this skill for planning or teaching — only for post-implementation review.

Animation Review

Post-implementation reviewer for Godot animation code. Checks against known gotchas that LLMs consistently get wrong.

When to trigger

After animation-related code is written or modified. Look for:

  • Animation nodes (AnimationPlayer, AnimationTree, AnimatedSprite2D)
  • AnimationTree state machine control (`travel()`, `start()`, `active`)
  • SpriteFrames or Animation resource manipulation at runtime
  • `callback_mode_process` settings
  • Pool/spawn lifecycle involving animated entities
  • Briefs or asset snapshots that require multi-frame `grid_sheet` runtime

assets, dynamic-mode evidence, frame sequences, animated actors, or animated FX. Trigger even if the implementation contains no animation API; omitted expected animation is a finding.

Review process

1. Read `gotchas.md` 2. Scan the implemented code against each gotcha 3. For each hit:

  • Cite the gotcha ID (e.g. G1)
  • Show the offending code
  • Provide the fix

4. If no hits, report clean 5. Optionally run `checklist.md` static checks for automated verification

When you need specific API details, delegate to the **godot-api** skill.

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