skills/godot-animation-player/SKILL.md
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.
npx skillsauth add thedivergentai/gd-agentic-skills godot-animation-playerInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Expert guidance for Godot's timeline-based keyframe animation system.
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].material.albedo_color creates embedded resources that bloat file size. Store the material in a variable or use instance uniform instead [14].animation_finished for looping animations — This signal doesn't fire for looped animations. Use animation_looped or check current_animation in _process().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.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].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.speed_scale for long-term synchronization — For multiplayer or rhythm games, use seek() with a global time reference to prevent frame-drift.MANDATORY: Read the appropriate script before implementing the corresponding pattern.
Expert logic triggers using CALL_MODE_DISCRETE for high-precision hitbox and state management.
Managing multiple AnimationLibrary resources (Stances, Weapons) on a single AnimationPlayer.
Animating shader uniforms (e.g., dissolve, glow) in sync with timeline keyframes.
Runtime modification of existing tracks (e.g., jump height tweaking) without creating new Animation resources.
Pattern for forced, immediate state resets across complex multi-track node setups.
Extracting numeric data from Bezier tracks at runtime to drive procedural VFX or physics.
Performance optimization: using VisibleOnScreenNotifier to disable AnimationPlayer.active.
Expert 3D CharacterBody motion extraction using get_root_motion_position.
Character customization (equipment/slots) managed entirely through Animation timeline tracks.
Perfectly timed SFX using TYPE_AUDIO tracks with volume, pitch, and start-offset control.
# 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")
# 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()
# Synchronize audio with animation
var audio_track := anim.add_track(Animation.TYPE_AUDIO)
anim.track_set_path(audio_track, "AudioStreamPlayer")
# Insert audio playback
var audio_stream := load("res://sounds/footstep.ogg")
anim.audio_track_insert_key(audio_track, 0.3, audio_stream)
anim.audio_track_insert_key(audio_track, 0.6, audio_stream) # Second footstep
# Set volume for specific key
anim.audio_track_set_key_volume(audio_track, 0, 1.0) # Full volume
anim.audio_track_set_key_volume(audio_track, 1, 0.7) # Quieter
# For smooth, custom interpolation curves
var bezier_track := anim.add_track(Animation.TYPE_BEZIER)
anim.track_set_path(bezier_track, ".:custom_value")
# Insert bezier points with handles
anim.bezier_track_insert_key(bezier_track, 0.0, 0.0)
anim.bezier_track_insert_key(bezier_track, 1.0, 100.0,
Vector2(0.5, 0), # In-handle
Vector2(-0.5, 0)) # Out-handle
# Read value in _process
func _process(delta: float) -> void:
var value := $AnimationPlayer.get_bezier_value("custom_value")
# Use value for custom effects
# Character walks in animation, but position doesn't change in world
# Animation modifies Skeleton bone, not CharacterBody3D root
# Scene structure:
# CharacterBody3D (root)
# ├─ MeshInstance3D
# │ └─ Skeleton3D
# └─ AnimationPlayer
# AnimationPlayer setup:
@onready var anim_player: AnimationPlayer = $AnimationPlayer
func _ready() -> void:
# Enable root motion (point to root bone)
anim_player.root_motion_track = NodePath("MeshInstance3D/Skeleton3D:root")
anim_player.play("walk")
func _physics_process(delta: float) -> void:
# Extract root motion
var root_motion_pos := anim_player.get_root_motion_position()
var root_motion_rot := anim_player.get_root_motion_rotation()
var root_motion_scale := anim_player.get_root_motion_scale()
# Apply to CharacterBody3D
var transform := Transform3D(basis.rotated(basis.y, root_motion_rot.y), Vector3.ZERO)
transform.origin = root_motion_pos
global_transform *= transform
# Velocity from root motion
velocity = root_motion_pos / delta
move_and_slide()
# Play animations in sequence
@onready var anim: AnimationPlayer = $AnimationPlayer
func play_attack_combo() -> void:
anim.play("attack_1")
await anim.animation_finished
anim.play("attack_2")
await anim.animation_finished
anim.play("idle")
# Or use queue:
func play_with_queue() -> void:
anim.play("attack_1")
anim.queue("attack_2")
anim.queue("idle") # Auto-plays after attack_2
# Smooth transitions between animations
anim.play("walk")
# 0.5s blend from walk → run
anim.play("run", -1, 1.0, 0.5) # custom_blend = 0.5
# Or set default blend
anim.set_default_blend_time(0.3) # 0.3s for all transitions
anim.play("idle")
# Animate sprite position from (0,0) → (100, 0)
# Change scene, sprite stays at (100, 0)!
# Create RESET animation with default values
var reset_anim := Animation.new()
reset_anim.length = 0.01 # Very short
var track := reset_anim.add_track(Animation.TYPE_VALUE)
reset_anim.track_set_path(track, "Sprite2D:position")
reset_anim.track_insert_key(track, 0.0, Vector2(0, 0)) # Default position
track = reset_anim.add_track(Animation.TYPE_VALUE)
reset_anim.track_set_path(track, "Sprite2D:modulate")
reset_anim.track_insert_key(track, 0.0, Color.WHITE) # Default color
anim_player.add_animation("RESET", reset_anim)
# AnimationPlayer automatically plays RESET when scene loads
# IF "Reset on Save" is enabled in AnimationPlayer settings
# Create bounce animation programmatically
func create_bounce_animation() -> void:
var anim := Animation.new()
anim.length = 1.0
anim.loop_mode = Animation.LOOP_LINEAR
# Position track (Y bounce)
var track := anim.add_track(Animation.TYPE_VALUE)
anim.track_set_path(track, ".:position:y")
# Generate sine wave keyframes
for i in range(10):
var time := float(i) / 9.0 # 0.0 to 1.0
var value := sin(time * TAU) * 50.0 # Bounce height 50px
anim.track_insert_key(track, time, value)
anim.track_set_interpolation_type(track, Animation.INTERPOLATION_CUBIC)
$AnimationPlayer.add_animation("bounce", anim)
$AnimationPlayer.play("bounce")
# Play animation in reverse (useful for closing doors, etc.)
anim.play("door_open", -1, -1.0) # speed = -1.0 = reverse
# Pause and reverse
anim.pause()
anim.play("current_animation", -1, -1.0, false) # from_end = false
# Emit custom signal at specific frame
func _ready() -> void:
$AnimationPlayer.animation_finished.connect(_on_anim_finished)
func _on_anim_finished(anim_name: String) -> void:
match anim_name:
"attack":
deal_damage()
"die":
queue_free()
# Jump to 50% through animation
anim.seek(anim.current_animation_length * 0.5)
# Scrub through animation (cutscene editor)
func _input(event: InputEvent) -> void:
if event is InputEventMouseMotion and scrubbing:
var normalized_pos := event.position.x / get_viewport_rect().size.x
anim.seek(anim.current_animation_length * normalized_pos)
extends VisibleOnScreenNotifier2D
func _ready() -> void:
screen_exited.connect(_on_screen_exited)
screen_entered.connect(_on_screen_entered)
func _on_screen_exited() -> void:
$AnimationPlayer.pause()
func _on_screen_entered() -> void:
$AnimationPlayer.play()
# Problem: Forgot to add animation to player
# Solution: Check if animation exists
if anim.has_animation("walk"):
anim.play("walk")
else:
push_error("Animation 'walk' not found!")
# Better: Use constants
const ANIM_WALK = "walk"
const ANIM_IDLE = "idle"
if anim.has_animation(ANIM_WALK):
anim.play(ANIM_WALK)
# Problem: Call mode is CONTINUOUS
# Solution: Set to DISCRETE
var method_track_idx := anim.find_track(".:method_name", Animation.TYPE_METHOD)
anim.track_set_call_mode(method_track_idx, Animation.CALL_MODE_DISCRETE)
| Feature | AnimationPlayer | Tween | |---------|-----------------|-------| | Timeline editing | ✅ Visual editor | ❌ Code only | | Multiple properties | ✅ Many tracks | ❌ One property | | Reusable | ✅ Save as resource | ❌ Create each time | | Dynamic runtime | ❌ Static | ✅ Fully dynamic | | Method calls | ✅ Method tracks | ❌ Use callbacks | | Performance | ✅ Optimized | ❌ Slightly slower |
Use AnimationPlayer for: Cutscenes, character animations, complex UI Use Tween for: Simple runtime effects, one-off transitions
Efficiently reuse animation data across multiple different models (e.g., all humanoid NPCs) by decoupling animations into an AnimationLibrary resource. This prevents VRAM and memory bloat from duplicated tracks.
class_name SharedAnimationManager extends Node
@export var shared_library: AnimationLibrary
@onready var anim_player: AnimationPlayer = $AnimationPlayer
func _ready() -> void:
# 1. Inject the shared library under a unique key
anim_player.add_animation_library(&"shared_human", shared_library)
# 2. Access animations using the 'library/animation' syntax
anim_player.play(&"shared_human/walk")
Instead of calling hardcoded functions directly from method tracks, use a generalized "Signaler" pattern to decouple the animation timeline from gameplay logic.
class_name AnimationSignaler extends Node
## Emitted when the animation reaches a marked event key
signal animation_event(event_type: String)
## Generic receiver for AnimationPlayer Method Tracks
func emit_event(event_type: String) -> void:
animation_event.emit(event_type)
# Setup in AnimationPlayer:
# 1. Add Method Track pointing to this node
# 2. Keyframe: method="emit_event", args=["spawn_footstep_vfx"]
# 3. Other systems connect to 'animation_event' signal
Save significant CPU time in scenes with many characters by manually controlling the animation processing frequency based on visibility.
class_name AnimationBudgetManager extends Node3D
@onready var anim_player: AnimationPlayer = $AnimationPlayer
@onready var visibility_notifier: VisibleOnScreenNotifier3D = $VisibleOnScreenNotifier3D
func _ready() -> void:
# 1. Disable automatic engine processing
anim_player.callback_mode_process = AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL
func _process(delta: float) -> void:
# 2. Cull updates for off-screen entities
if not visibility_notifier.is_on_screen():
return
# 3. Manually step the animation forward
# Optional: Throttle updates (e.g., only call every 2nd frame) for distant entities
anim_player.advance(delta)
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