godot-animation
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.
Resumen
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
- 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 anAnimationPlayerto pull clips from.Tween— fire-and-forget procedural interpolation in code (create_tween()); ideal for UI pops, fades, and one-off moves.
- For 2D sprite sheets: use
AnimatedSprite2D+SpriteFrames, or keyframe theframeproperty in anAnimationPlayer. - For characters: build clips in
AnimationPlayer, then add anAnimationTree(active = true), set itsanim_player, and design anAnimationNodeStateMachineorAnimationNodeBlendSpace2Das the tree root. - Drive transitions from code via the playback object (
travel) or by setting blend parameters. - React to clip events with the
animation_finishedsignal and call/method tracks.
Patterns
1. AnimationPlayer: play a clip and await it
@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
@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
# 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)
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.activeleft false → nothing animates andtravel()appears to do nothing. Setactive = trueand assign theanim_playerpath.- Wrong parameter path. Blend/condition paths are
"parameters/<NodeName>/..."and must match the node names in the tree exactly (e.g."parameters/playback","parameters/Move/blend_position"). A typo silently no-ops. - AnimationPlayer and AnimationTree fighting. When an
AnimationTreeis active, don't also callAnimationPlayer.play()for the same tracks — let the tree own playback. - 3.x Tween node is gone. There is no
Tweennode to add in 4.x; create tweens in code withcreate_tween()(which returns aTween). They auto-start and free themselves. - Reusing a finished tween. A tween is one-shot; call
create_tween()again for a new animation. Useset_loops()for repetition. yield/yield(anim, "...")is gone. Useawait anim.animation_finished.- Sub-property tweens use a colon:
"modulate:a","position:x". Tweening the whole property instead overwrites siblings.
References
- For state machine transitions/conditions, root motion, one-shot/blend nodes, method & call tracks,
SpriteFrames/AnimatedSprite2D, and Tween easing/chaining/callbacks, readreferences/animation-tree-and-tween.md.
Related skills
godot-2d-movement— supplies the velocity/state that selects animations.godot-ui-control— UI that Tweens animate.godot-3d-essentials— 3D character scenes driven by AnimationTree.game-ai— state machines that mirror animation states.
Archivos 2 archivos
Instálala a mano
Deska ejecuta esto por ti, para cada agente que elijas. Para ejecutarlo tú en una terminal:
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill godot-animationMás de gamedev-skills
- game-feelgamedev-skillsAdd "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.5,900 instalaciones en skills.sh0
- game-ui-uxgamedev-skillsDesign and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.5,900 instalaciones en skills.sh0
- level-designgamedev-skillsDesign and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.4,700 instalaciones en skills.sh0
- game-aigamedev-skillsDesign NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A*, navmesh, seek, or patrol/chase.4,500 instalaciones en skills.sh0
- audio-designgamedev-skillsImplement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.4,400 instalaciones en skills.sh0