Agent skill · Audited from source
godot-animation
skill · gamedev-skills/awesome-gamedev-agent-skillsApache-2.0 licenceAudited 30 Oct 2026 · source 77df9453bb1b
Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 77df9453bb1b and found no filesystem, network or shell access and no hard-coded secrets. What it does: Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. Call Method tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via…
Cite
Cite this page
ModelsAtlas. “godot-animation (gamedev-skills/awesome-gamedev-agent-skills)”. Retrieved 30 Oct 2026. https://modelsatlas.com/skills/gamedev-skills/godot-animation
Trust audit
Audit 0.4.1 · source read 30 Oct 2026
SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 16,667 of 17,602 audited skills.
What the source does
- FilesystemNone observedNo reads or writes in the source
- NetworkNone observedNo outbound calls in the source
- ShellNone observedNo commands run in the source
- DependenciesPinnedNothing floats
- SecretsNone foundNo keys in source
Five audit layers
| Layer | What we check | Result | Findings |
|---|---|---|---|
L0 Provenance | Repo owner, licence, archive status, activity | PASS | 0 |
L1 Static source | Secrets, path traversal, supply chain, hidden code | NA | 0 |
L2 Instructions | Prompt injection, authority framing, hidden directives | PASS | 0 |
L3 Inventory | The files and declarations match the source | PASS | 0 |
L4 Sandbox | Run in isolation and watch behaviour | SKIPPED why | 0 |
Gates applied: no behavioural pass.
Findings (0)
No findings at any severity. We re-audit when the source changes.
Audit 0.4.1 · source sha 77df9453bb1b · 30 Oct 2026Report an issue or request a re-scan
Provenance
Who published it, and what the verdict is pinned to
- Publishergamedev-skills GitHub organizationOwner of the repository this skill is read from
- Source foldergamedev-skills/awesome-gamedev-agent-skills/skills/godot/godot-animationThe exact folder we audited
- LicenceApache-2.0As the repository states it
- Commit pinned for this verdict77df9453bb1bA new audit runs when the source changes
- Repository statusNot archivedLast push 2 days ago
- Sandboxed runNot runSkills are read, not executed; layer L4 is skipped
What it tells the agent
Full source on GitHub ↗Its description: Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. Call Method tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via…
---
name: godot-animation
description: >
Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. Call
Method 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/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 `AnimationTree` is active, don't
also call `AnimationPlayer.play()` for the same tracks — let the tree own playback.
- **3.x Tween node is gone.** There is no `Tween` node to add in 4.x; create tweens in
code with `create_tween()` (which returns a `Tween`). They auto-start and free themselves.
- **Tween stalls when its node leaves the tree.** `node.create_tween()` pauses while that
node is outside the tree and dies when it is freed. Use `get_tree().create_tween()` for a
tween that must keep running while the node is out of the tree.
- **Scale/rotation tween on a child of a `Container` snaps back** → the container resets
child transforms whenever it re-sorts. In 4.7+ set `offset_transform_enabled = true` and
tween `offset_transform_scale` / `offset_transform_rotation` / `offset_transform_position`
instead (visual only by default).
- **Reusing a finished tween.** A tween is one-shot; call `create_tween()` again for a new
animation. Use `set_loops()` for repetition.
- **`yield`/`yield(anim, "...")` is gone.** Use `await 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,
read `references/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.Excerpt, first 5,960 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.
Install
Pinned to the audited commit 77df945
git clone https://github.com/gamedev-skills/awesome-gamedev-agent-skills git -C awesome-gamedev-agent-skills checkout 77df9453bb1b
The author documents no install command, so this uses the repository directly. Our verdict covers commit 77df9453bb1b only.
Works in
The author has not said which agents this skill supports, and we have not tested it in any.
Audit history
Every audit, every source change
- ✓SAFE B 89 / 100
first audit · source
77df9453bb1b
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Questions about godot-animation
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Sources
- github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main — the audited source at commit 77df9453bb1b and every finding aboveObserved · 30 Oct 2026
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Opens with this page as the source. We add nothing else to the prompt.
- What does the godot-animation skill do?
- Is godot-animation safe to install?
- What can godot-animation access on my machine?