Detalle del Skill

godot-animation

Direct Godot animation implementation skill.

CoincidenciaDirectaRevisado para animación
Fuentegamedev-skills/awesome-gamedev-agent-skillsFuente externa
Instalaciones reportadas988Solo señal de popularidad

Revisar antes de usar

La revisión automática comprueba relevancia, no seguridad ni respaldo. Lee las instrucciones de la fuente antes de usar este Skill.

Vista previa guardada

SKILL.md

Este extracto es una copia guardada durante la revisión. La fuente externa contiene la versión completa y actual.

---
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

```gdscript
@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

```gdscript
@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

```gdscript
# 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)

```gdscript
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/conditio
Leer la fuente completa en GitHub (abre una página externa)
Contexto

Trabajo relacionado