From godot-prompter
Provides GDScript and C# examples for Godot 4.3+ animations using AnimationPlayer for playback, AnimationTree for blending and state machines, sprite animation, and code-driven effects.
How this skill is triggered — by the user, by Claude, or both
Slash command
/godot-prompter:animation-systemThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Related skills: state-machine for gameplay state management, player-controller for movement that drives animation, component-system for reusable animation components, 2d-essentials for TileMaps, parallax scrolling, 2D lights, and canvas layer organization, 3d-essentials for AnimationTree and 3D animation blending, shader-basics for shader-driven hit flash and dissolve effects, tween-animation for code-driven motion alongside keyframe animation.
| Node | Use For | Complexity | Notes |
|---|---|---|---|
AnimationPlayer | Simple playback, one-shot effects | Low | Play/stop/queue individual clips directly |
AnimationTree | Blending, transitions, layered animation | Medium-High | State machines and blend trees for smooth transitions |
Rule of thumb: Start with AnimationPlayer. Add AnimationTree when you need blending between animations (walk/run blend, directional movement, layered upper/lower body).
1. Create AnimationPlayer node → holds all animation clips
2. Add tracks in the Animation panel → keyframe properties, methods, audio
3. (Optional) Add AnimationTree → blend/transition logic
4. Trigger from code → play(), travel(), set parameters
Character (CharacterBody2D)
├── Sprite2D
└── AnimationPlayer
AnimationPlayer can animate any property on any sibling or child node: sprite frames, modulate, position, rotation, scale, visibility, collision shape disabled state, method calls (Call Method track), audio playback (Audio Playback track).
extends CharacterBody2D
@onready var anim_player: AnimationPlayer = $AnimationPlayer
func _physics_process(delta: float) -> void:
var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
if input_dir != Vector2.ZERO:
velocity = input_dir * 200.0
anim_player.play("walk")
else:
velocity = Vector2.ZERO
anim_player.play("idle")
move_and_slide()
using Godot;
public partial class Character : CharacterBody2D
{
private AnimationPlayer _animPlayer;
public override void _Ready()
{
_animPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
}
public override void _PhysicsProcess(double delta)
{
Vector2 inputDir = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
if (inputDir != Vector2.Zero)
{
Velocity = inputDir * 200.0f;
_animPlayer.Play("walk");
}
else
{
Velocity = Vector2.Zero;
_animPlayer.Play("idle");
}
MoveAndSlide();
}
}
Calling
play()with the same animation name while it's already playing does nothing (no restart). This is safe to call every frame.
anim_player.play("attack")
anim_player.play_backwards("attack")
anim_player.queue("idle") # play after current
anim_player.stop()
anim_player.pause()
anim_player.play() # resume from paused position
anim_player.speed_scale = 2.0
anim_player.seek(0.5)
_animPlayer.Play("attack");
_animPlayer.PlayBackwards("attack");
_animPlayer.Queue("idle");
_animPlayer.Stop();
_animPlayer.Pause();
_animPlayer.Play();
_animPlayer.SpeedScale = 2.0;
_animPlayer.Seek(0.5);
func _ready() -> void:
anim_player.animation_finished.connect(_on_animation_finished)
func _on_animation_finished(anim_name: StringName) -> void:
match anim_name:
"attack":
anim_player.play("idle")
"death":
queue_free()
public override void _Ready()
{
_animPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
_animPlayer.AnimationFinished += OnAnimationFinished;
}
private void OnAnimationFinished(StringName animName)
{
if (animName == "attack")
_animPlayer.Play("idle");
else if (animName == "death")
QueueFree();
}
Add a Call Method track to trigger game logic at exact animation frames (spawn projectile at frame 5, play SFX at impact frame, enable hitbox during swing). In the Animation panel: Add Track → Call Method Track → select target node → add keyframes → set method name and arguments.
func spawn_projectile() -> void:
var bullet := preload("res://scenes/bullet.tscn").instantiate()
get_parent().add_child(bullet)
bullet.global_position = $Muzzle.global_position
func enable_hitbox() -> void:
$HitboxArea/CollisionShape2D.disabled = false
Two approaches for 2D character animation: AnimatedSprite2D (quick, frames-only) and AnimationPlayer + Sprite2D (full property animation). Pick AnimatedSprite2D for simple characters; AnimationPlayer when you also animate hitboxes, particles, sounds, or other properties in sync.
See references/sprite-animation.md for the full GDScript and C# example (a CharacterBody2D walking with
AnimatedSprite2Ddriven byInput.get_vectorandflip_h).
Character (CharacterBody2D)
├── Sprite2D
├── AnimationPlayer ← holds all clips
└── AnimationTree ← controls blending/transitions
(tree_root = AnimationNodeStateMachine or AnimationNodeBlendTree)
Setup: Add AnimationTree as a sibling of AnimationPlayer. Set anim_player to point at the AnimationPlayer. Set active = true. Choose a root: AnimationNodeStateMachine (discrete states with transitions) or AnimationNodeBlendTree (continuous blending).
extends CharacterBody2D
@onready var anim_tree: AnimationTree = $AnimationTree
@onready var state_machine: AnimationNodeStateMachinePlayback = anim_tree["parameters/playback"]
func _physics_process(delta: float) -> void:
var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
if input_dir != Vector2.ZERO:
velocity = input_dir * 200.0
state_machine.travel("walk")
else:
velocity = Vector2.ZERO
state_machine.travel("idle")
move_and_slide()
func attack() -> void:
# travel() transitions smoothly; use start() for immediate switch
state_machine.travel("attack")
func get_current_state() -> StringName:
return state_machine.get_current_node()
using Godot;
public partial class Character : CharacterBody2D
{
private AnimationTree _animTree;
private AnimationNodeStateMachinePlayback _stateMachine;
public override void _Ready()
{
_animTree = GetNode<AnimationTree>("AnimationTree");
_stateMachine = _animTree.Get("parameters/playback").As<AnimationNodeStateMachinePlayback>();
}
public override void _PhysicsProcess(double delta)
{
Vector2 inputDir = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
if (inputDir != Vector2.Zero)
{
Velocity = inputDir * 200.0f;
_stateMachine.Travel("walk");
}
else
{
Velocity = Vector2.Zero;
_stateMachine.Travel("idle");
}
MoveAndSlide();
}
public void Attack()
{
_stateMachine.Travel("attack");
}
}
For continuous blending (walk↔run on a speed parameter; 4/8-directional movement on a 2D vector). Set the root to AnimationNodeBlendTree, add a BlendSpace1D or BlendSpace2D, place animations at compass positions (e.g., walk @ 0.0, run @ 1.0; idle_down @ (0,1), idle_right @ (1,0)). Drive the blend each frame:
# 1D — speed blend
var blend_amount := inverse_lerp(walk_speed, run_speed, velocity.length())
anim_tree["parameters/BlendSpace1D/blend_position"] = blend_amount
# 2D — direction blend
anim_tree["parameters/BlendSpace2D/blend_position"] = input_dir
_animTree.Set("parameters/BlendSpace1D/blend_position", blendAmount);
_animTree.Set("parameters/BlendSpace2D/blend_position", inputDir);
Procedurally rotates a bone to look at a world-space target. Ideal for head tracking and eye contact without extra animation clips.
See references/skeleton-modifiers.md for the full GDScript and C# example with angle limits and influence blending.
AimModifier3D, CopyTransformModifier3D, and ConvertTransformModifier3D operate bone-relative rather than world-space — use them when the aim/source target is itself a bone on the same skeleton (mirroring, secondary rig binding, bone-to-bone aiming).
See references/bone-constraints.md for the full deep dive — modifier table, scene structure, GDScript and C# examples for AimModifier3D and CopyTransformModifier3D.
Simulates spring physics on bones — hair, capes, tails, antennas bounce and sway procedurally. Add as child of Skeleton3D, configure spring chains (root bone, end bone, stiffness, damping, gravity, drag) in the Inspector.
See references/skeleton-modifiers.md for property reference table and recommended starting values per use-case (hair, antennas, capes).
Markers define named points/regions within an animation clip — use them for subregion loops, section-based playback, and audio-synced events without splitting clips. Right-click the timeline → Add Marker → name it (e.g., hit_frame, loop_start). Read anim_player.current_animation_position and compare to marker times in code, or feed markers to AudioStreamInteractive for sync.
Godot 4.3 retargets animations from one skeleton to another during .glb/.gltf import via SkeletonProfile (e.g., SkeletonProfileHumanoid). Animations then target generic profile bone names, so any matching skeleton can play them.
See references/retargeting.md for the full import-dock setup steps.
Godot 4.6 adds IKModifier3D, a base class for skeletal IK solvers, with eight subclasses covering the most common algorithms. These are SkeletonModifier3D children of Skeleton3D and work alongside other modifiers (e.g., LookAtModifier3D).
Pick the right solver:
| Solver | Algorithm | Cost | Best for | Joint count | Notes |
|---|---|---|---|---|---|
TwoBoneIK3D | Analytical two-bone | Cheapest | Legs, arms (chain is exactly 2 bones) | Exactly 2 | Fast and exact. Default when the chain is hip→knee→ankle or shoulder→elbow→wrist. |
CCDIK3D | Cyclic Coordinate Descent | Cheap | Tails, tentacles, simple arms | 2–6 joints | Iterative; can twist unnaturally on long chains. Good default for short arms. |
FABRIK3D | Forward And Backward Reaching | Moderate | Spines, longer limbs, natural reach | 3–10 joints | Forward-and-backward reaching; smooth, stable. Best when the chain length is variable. |
JacobianIK3D | Jacobian / pseudo-inverse | Expensive | Overdetermined rigs, robotic arms | Any | Solves a Jacobian per step; most accurate, most CPU. Reserve for cinematic or hero rigs. |
| (4 further subclasses) | Various | Varies | See 4.6 release notes | — | — |
Default to TwoBoneIK3D when the chain is exactly 2 bones (the common humanoid case). Use CCDIK3D for short non-2-bone chains. Upgrade to FABRIK3D when the result twists or overshoots, or when chain length varies. Reach for JacobianIK3D only when rig accuracy is the bottleneck of frame quality, not frame time.
See references/ik-recipes.md for the full GDScript and C# recipes — two-bone arm reach with influence blending (CCDIK3D), foot placement on uneven terrain (FABRIK3D + raycast), and basic FABRIK arm IK setup.
Two gameplay-flavored animation recipes: a hit-flash modulate tween and a buffered attack combo using AnimationPlayer's Call Method track.
See references/common-recipes.md for the full GDScript and C# code (Hit Flash, Attack Combo with combo-window buffering).
| Symptom | Cause | Fix |
|---|---|---|
| Animation snaps instead of blending | Using AnimationPlayer.play() instead of AnimationTree | Switch to AnimationTree with state machine or blend tree |
| AnimationTree does nothing | active is false | Set anim_tree.active = true in Inspector or _ready() |
travel() doesn't transition | No transition path between states | Add transition arrows in the AnimationTree state machine editor |
| Animation plays but sprite doesn't change | Track targets wrong node path | Verify the track's node path matches the actual scene tree |
| Method call track doesn't fire | Method name typo or wrong target node | Check the track's node path and method name match exactly |
| Blend parameters have no effect | Wrong parameter path string | Use "parameters/<NodeName>/blend_position" — check in Inspector |
| Animation resets to frame 0 every physics frame | Calling play() every frame on a non-looping clip | Guard with if anim_player.current_animation != "name" |
active is set to true and anim_player points to the correct AnimationPlayeranimation_finished signal is connected for one-shot animations that need follow-up logicLookAtModifier3D instead of manual bone rotation (Godot 4.4+)SpringBoneSimulator3D instead of custom physics scripts (Godot 4.4+)SkeletonProfileHumanoid (Godot 4.3+)AimModifier3D / CopyTransformModifier3D instead of manual bone transform code (Godot 4.5+)IKModifier3D subclasses (TwoBoneIK3D for two-bone limbs, FABRIK3D for longer chains) rather than custom IK scripts (Godot 4.6+)npx claudepluginhub jame581/godotprompter --plugin godot-prompterAdds runtime bone modification in Godot 4.5 — head look-at, foot IK, hand-grabs-prop, additive lean, hit-direction recoil. Use when clips don't cover foot placement, hand penetration, or dead-eyed NPCs.
Unity 6 animation system guide. Use when working with Animator Controllers, animation state machines, blend trees, animation clips, Avatar system, humanoid rigs, root motion, animation events, Timeline, or Cinemachine. Based on Unity 6.3 LTS documentation.
Guides Three.js animations using keyframe tracks, AnimationClip, AnimationMixer, morph targets, skeletal rigs, and blending. Use for object animation, GLTF playback, procedural motion.