Defines animation state machine patterns for gameplay: state grouping, transition ownership, event contracts, sync rules. Useful when complex animation causes gameplay bugs or transitions are hard to reason about.
How this skill is triggered — by the user, by Claude, or both
Slash command
/everything-game-dev-code:animation-state-patternsThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Structure animation state, blending, events, and sync so authored motion remains reliable under gameplay pressure.
Structure animation state, blending, events, and sync so authored motion remains reliable under gameplay pressure.
2d-animation-pipeline owns animation authoring, import, and wiring conventions.npx claudepluginhub mrcalderon3d/everything-game-dev-codeDefine authoring, import, and state machine rules for frame-by-frame and skeletal 2D animations.
Wires Godot 4.5 AnimationTree state machines and blend spaces from existing clips. Activates when the user has idle/walk/run/attack clips and needs smooth transitions, hit reactions, or interrupts.
Guides purposeful UI motion choreography for animation sequences, page transitions, micro-interactions, and loading states, ensuring performance and reduced-motion accessibility.