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godot-animation-player

Expert patterns for AnimationPlayer including track types (Value, Method, Audio, Bezier), root motion extraction, animation callbacks, procedural animation generation, call mode optimization, and RESET tracks. Use for timeline-based animations, cutscenes, or UI transitions. Trigger keywords: AnimationPlayer, Animation, track_insert_key, root_motion, animation_finished, RESET_track, call_mode, animation_set_next, queue, blend_times.

The English summary is being prepared. Showing the original description.

See how to install

Files included (18)

  • SKILL.md10.9 KB
  • references/edge-cases.md916 B
  • references/migration-notes.md2.8 KB
  • references/root-motion-and-sequences.md2.7 KB
  • references/track-authoring.md2.8 KB
  • scripts/active_animation_culler.gd1.5 KB
  • scripts/animation_sequencer.gd3.3 KB
  • scripts/audio_sync_tracks.gd1.9 KB
  • scripts/bezier_curve_extraction.gd1.6 KB
  • scripts/character_part_swapper_tracks.gd1.7 KB
  • scripts/dynamic_shader_animation.gd1.7 KB
  • scripts/method_track_logic.gd1.8 KB
  • scripts/precise_audio_sync.gd1.5 KB
  • scripts/procedural_track_modifier.gd1.5 KB
  • scripts/programmatic_anim.gd2.0 KB
  • scripts/reset_track_orchestrator.gd1.6 KB
  • scripts/root_motion_physics_sync.gd1.7 KB
  • scripts/runtime_anim_lib_swapper.gd1.5 KB

SKILL.md (original)

Review the instructions the agent will receive before you install.

AnimationPlayer

Timeline-based keyframe animation: track choice, RESET, root motion, libraries — scripts own recipes.

NEVER Do

  • NEVER forget RESET tracks — Animated properties otherwise stick across scene changes.
  • NEVER use Animation.CALL_MODE_CONTINUOUS for one-shot logic — Use CALL_MODE_DISCRETE.
  • NEVER animate embedded resource properties directly — Prefer instance uniforms / owned materials.
  • NEVER use animation_finished for looping clips — Use animation_looped or poll current_animation.
  • NEVER hardcode animation name strings at scale — Constants / StringName.
  • NEVER seek() without update=true when same-frame reads matter.
  • NEVER leave off-screen visual-only players active — Cull with notifiers.
  • NEVER mutate a playing AnimationLibrary — Stop / wait for finished first.
  • NEVER rely on speed_scale for long sync — Prefer seek() against a shared clock.

Available Scripts (MANDATORY triggers)

Open the matching script before implementing that pattern. Deep recipes: track-authoring.md, root-motion-and-sequences.md, edge-cases.md.

NeedScript
Method-track hit/state keysmethod_track_logic.gd
Stance/weapon library swapruntime_anim_lib_swapper.gd
Shader uniform timelinesdynamic_shader_animation.gd
Runtime track tweakprocedural_track_modifier.gd
Forced RESET orchestrationreset_track_orchestrator.gd
Bezier → procedural drivebezier_curve_extraction.gd
Off-screen active cullactive_animation_culler.gd
Root motion ↔ physicsroot_motion_physics_sync.gd
Part/equipment trackscharacter_part_swapper_tracks.gd
TYPE_AUDIO footstep syncprecise_audio_sync.gd
Queue/branch sequencesanimation_sequencer.gd
Code-built Animation resourcesprogrammatic_anim.gd
Alt audio-track setup notesaudio_sync_tracks.gd

Critical WHY (keep in body)

  • CALL_MODE_CONTINUOUS invokes the method every frame across the key span — one-shot hitboxes/VFX need CALL_MODE_DISCRETE.
  • Animating embedded sub-resource properties (e.g. material.albedo_color) duplicates resources into the scene — use instanced materials / shader_parameter/* tracks.
  • animation_finished does not fire on looping clips — use animation_looped or poll current_animation.
  • Mutating a playing AnimationLibrary crashes or leaves bad transforms — stop or await finished before swap.
  • speed_scale drifts for rhythm/multiplayer — shared-clock seek(t, true) for long sync.

Track decision matrix

TrackUse whenAvoid when
ValueAnimate properties (pos, modulate, uniforms)One-off runtime juice → Tween
MethodHitboxes, SFX hooks, state flips at timestampsCONTINUOUS call mode / missing method on path
AudioFootsteps / VO locked to framesLoose AudioStreamPlayer.play() drift
BezierCustom easing curves sampled at runtimeSimple linear fades

Track authoring samples → track-authoring.md.

Root motion (physics)

CharacterBody3D + Skeleton3D + AnimationPlayer: extract with get_root_motion_position() / rotation on the physics tick — root_motion_physics_sync.gd. Walk cycles that only move bones leave the body collider behind.

Sequences, blends, RESET

  • Chain: animation_set_next / queue / animation_sequencer.gd.
  • Blend times for walk↔run polish; play("run", -1, 1.0, 0.5) or set_default_blend_time.
  • Always author a RESET clip with defaults; enable Reset on Save when editing.
  • Reverse playback: play("clip", -1, -1.0) for doors/cinematic rewind.

Full recipes → root-motion-and-sequences.md.

AnimationPlayer vs Tween

NeedPrefer
Timeline / many properties / reusableAnimationPlayer
One-shot runtime / interruptibleTween (godot-tweening)

Expert architecture (scripts)

PatternScriptWHY
Shared humanoid librariesruntime_anim_lib_swapper.gdOne library, many models — play lib/clip
Decoupled timeline eventsmethod_track_logic.gdMethod track → signaler → gameplay listeners
Off-screen CPU budgetactive_animation_culler.gdactive = false or manual advance()
Code-built clipsprogrammatic_anim.gdDynamic targets not in FBX

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing work to a peer domain — do not preload the whole lattice.

Official Documentation

  • Introduction to the animation features — When AnimationPlayer owns timelines vs Tweens/sprites, and how libraries, RESET, and the editor fit together.
  • Animation track types — Value, Method, Bezier, and Audio tracks plus call-mode and keying rules this skill’s patterns depend on.
  • AnimationPlayer — play/queue/seek, blend times, animation_finished vs animation_looped, and active culling.
  • Animation — Track APIs (track_insert_key, call modes, audio/bezier helpers) and length/loop metadata.
  • AnimationLibrary — Shared stance/weapon clip packs added via add_animation_library without duplicating tracks per model.
  • AnimationMixer — Root-motion getters, callback process modes, and advance() used by physics sync and budget managers.
  • Using AnimationTree — When blends/state machines should drive an underlying AnimationPlayer instead of manual queue.
  • Tween — Runtime one-shot motion counterpart for the AnimationPlayer-vs-Tween decision matrix.
  • Adding animations (Your first 3D game) — Practical import → AnimationPlayer play loop before advanced track authoring.
  • VisibleOnScreenNotifier3D — Screen enter/exit signals used to toggle AnimationPlayer.active for off-screen CPU savings.

Related Skills

Prerequisites

  • godot-signal-architecture — Safe animation_finished / animation_looped / custom method-track signaling without lifecycle leaks.
  • godot-resource-data-patterns — Shared .tres AnimationLibrary ownership so runtime swaps do not duplicate or mutate playing resources unsafely.
  • godot-gdscript-mastery — Typed programmatic track generation, path strings, and Dictionary method-track payloads.

Complements

  • godot-animation-tree-mastery — Blend trees, OneShot layers, and travel() when locomotion outgrows AnimationPlayer queue/set_next.
  • godot-2d-animation — AnimatedSprite2D / Skeleton2D presentation that still relies on AnimationPlayer method and property tracks.
  • godot-tweening — Interruptible runtime tweens when baking a full Animation resource would be overkill.
  • godot-shaders-basics — ShaderMaterial uniforms driven by value tracks (shader_parameter/*) without embedding materials.
  • godot-audio-systems — Bus/voice pooling around TYPE_AUDIO tracks and footstep/SFX timing on the timeline.
  • godot-physics-3d — CharacterBody3D integration for root-motion position/rotation extraction on the physics tick.

Downstream / consumers

Master

  • godot-master — Library router and mirrored module entry for cross-skill discovery.

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