{"slug":"jame581-animation-system","name":"animation-system","description":"Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation","long_description":"---\nname: animation-system\ndescription: Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation\n---\n\n# Animation System in Godot 4.3+\n\nAll examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.\n\n> **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.\n\n---\n\n## 1. Core Concepts\n\n### AnimationPlayer vs AnimationTree\n\n| Node              | Use For                                  | Complexity | Notes                                              |\n|-------------------|------------------------------------------|------------|----------------------------------------------------|\n| `AnimationPlayer` | Simple playback, one-shot effects        | Low        | Play/stop/queue individual clips directly          |\n| `AnimationTree`   | Blending, transitions, layered animation | Medium-High| State machines and blend trees for smooth transitions |\n\n**Rule of thumb:** Start with AnimationPlayer. Add AnimationTree when you need blending between animations (walk/run blend, directional movement, layered upper/lower body).\n\n### Animation Workflow\n\n```\n1. Create AnimationPlayer node       → holds all animation clips\n2. Add tracks in the Animation panel → keyframe properties, methods, audio\n3. (Optional) Add AnimationTree      → blend/transition logic\n4. Trigger from code                 → play(), travel(), set parameters\n```\n\n---\n\n## 2. AnimationPlayer Basics\n\n### Scene Structure\n\n```\nCharacter (CharacterBody2D)\n├── Sprite2D\n└── AnimationPlayer\n```\n\nAnimationPlayer 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).\n\n### GDScript — Basic Playback\n\n```gdscript\nextends CharacterBody2D\n\n@onready var anim_player: AnimationPlayer = $AnimationPlayer\n\nfunc _physics_process(delta: float) -> void:\n    var input_dir := Input.get_vector(\"ui_left\", \"ui_right\", \"ui_up\", \"ui_down\")\n\n    if input_dir != Vector2.ZERO:\n        velocity = input_dir * 200.0\n        anim_player.play(\"walk\")\n    else:\n        velocity = Vector2.ZERO\n        anim_player.play(\"idle\")\n\n    move_and_slide()\n```\n\n### C# — Basic Playback\n\n```csharp\nusing Godot;\n\npublic partial class Character : CharacterBody2D\n{\n    private AnimationPlayer _animPlayer;\n\n    public override void _Ready()\n    {\n        _animPlayer = GetNode<AnimationPlayer>(\"AnimationPlayer\");\n    }\n\n    public override void _PhysicsProcess(double delta)\n    {\n        Vector2 inputDir = Input.GetVector(\"ui_left\", \"ui_right\", \"ui_up\", \"ui_down\");\n\n        if (inputDir != Vector2.Zero)\n        {\n            Velocity = inputDir * 200.0f;\n            _animPlayer.Play(\"walk\");\n        }\n        else\n        {\n            Velocity = Vector2.Zero;\n            _animPlayer.Play(\"idle\");\n        }\n\n        MoveAndSlide();\n    }\n}\n```\n\n> Calling `play()` with the same animation name while it's already playing does nothing (no restart). This is safe to call every frame.\n\n### Playback Control\n\n```gdscript\nanim_player.play(\"attack\")\nanim_player.play_backwards(\"attack\")\nanim_player.queue(\"idle\")            # play after current\nanim_player.stop()\nanim_player.pause()\nanim_player.play()                   # resume from paused position\nanim_player.speed_scale = 2.0\nanim_player.seek(0.5)\n```\n\n```csharp\n_animPlayer.Play(\"attack\");\n_animPlayer.PlayBackwards(\"attack\");\n_animPlayer.Queue(\"idle\");\n_animPlayer.Stop();\n_animPlayer.Pause();\n_animPlayer.Play();\n_animPlayer.SpeedScale = 2.0;\n_animPlayer.Seek(0.5);\n```\n\n---\n\n## 3. Animation Signals\n\n```gdscript\nfunc _ready() -> void:\n    anim_player.animation_finished.connect(_on_animation_finished)\n\nfunc _on_animation_finished(anim_name: StringName) -> void:\n    match anim_name:\n        \"attack\":\n            anim_player.play(\"idle\")\n        \"death\":\n            queue_free()\n```\n\n```csharp\npublic override void _Ready()\n{\n    _animPlayer = GetNode<AnimationPlayer>(\"AnimationPlayer\");\n    _animPlayer.AnimationFinished += OnAnimationFinished;\n}\n\nprivate void OnAnimationFinished(StringName animName)\n{\n    if (animName == \"attack\")\n        _animPlayer.Play(\"idle\");\n    else if (animName == \"death\")\n        QueueFree();\n}\n```\n\n### Method Call Tracks\n\nAdd 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.\n\n```gdscript\nfunc spawn_projectile() -> void:\n    var bullet := preload(\"res://scenes/bullet.tscn\").instantiate()\n    get_parent().add_child(bullet)\n    bullet.global_position = $Muzzle.global_position\n\nfunc enable_hitbox() -> void:\n    $HitboxArea/CollisionShape2D.disabled = false\n```\n\n---\n\n## 4. Sprite Frame Animation\n\nTwo 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.\n\n> See [references/sprite-animation.md](references/sprite-animation.md) for the full GDScript and C# example (a CharacterBody2D walking with `AnimatedSprite2D` driven by `Input.get_vector` and `flip_h`).\n\n### Ping-Pong Playback (Godot 4.7+)\n\n`SpriteFrames` gains a `LoopMode` enum — `LOOP_NONE = 0`, `LOOP_LINEAR = 1`, `LOOP_PINGPONG = 2` — set per animation with `set_animation_loop_mode(anim, loop_mode)` and read back with `get_animation_loop_mode(anim)`. The old bool `set_animation_loop()` / `get_animation_loop()` are deprecated. Ping-pong alternates direction each time the animation reaches the end or start, and works with both `AnimatedSprite2D` and `AnimatedSprite3D`.\n\n```gdscript\nvar frames: SpriteFrames = $AnimatedSprite2D.sprite_frames\nframes.set_animation_loop_mode(&\"sway\", SpriteFrames.LOOP_PINGPONG)\n```\n\n```csharp\nvar frames = GetNode<AnimatedSprite2D>(\"AnimatedSprite2D\").SpriteFrames;\nframes.SetAnimationLoopMode(\"sway\", SpriteFrames.LoopMode.Pingpong);\n```\n\n---\n\n## 5. AnimationTree — Canonical State Machine\n\n### Scene Structure\n\n```\nCharacter (CharacterBody2D)\n├── Sprite2D\n├── AnimationPlayer        ← holds all clips\n└── AnimationTree          ← controls blending/transitions\n    (tree_root = AnimationNodeStateMachine or AnimationNodeBlendTree)\n```\n\n**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).\n\n### State Machine Playback\n\nThe canonical pattern: cache `AnimationNodeStateMachinePlayback` from `anim_tree[\"parameters/playback\"]`, call `travel(\"state\")` from gameplay code (`travel()` transitions smoothly; `start()` switches immediately), and query the active state with `get_current_node()`.\n\n> See [references/state-machine-examples.md](references/state-machine-examples.md) for the full GDScript and C# CharacterBody2D example.\n\n### Blend Trees — BlendSpace1D / BlendSpace2D\n\nFor 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:\n\n```gdscript\n# 1D — speed blend\nvar blend_amount := inverse_lerp(walk_speed, run_speed, velocity.length())\nanim_tree[\"parameters/BlendSpace1D/blend_position\"] = blend_amount\n\n# 2D — direction blend\nanim_tree[\"parameters/BlendSpace2D/blend_position\"] = input_dir\n```\n\n```csharp\n_animTree.Set(\"parameters/BlendSpace1D/blend_position\", blendAmount);\n_animTree.Set(\"parameters/BlendSpace2D/blend_position\", inputDir);\n```\n\n### Named Blend Points (Godot 4.7+)\n\n`AnimationNodeBlendSpace1D/2D.add_blend_point()` gains an optional `name: StringName = &\"\"` parameter, and blend point names/indices can be set and displayed in the editor. Passing a name explicitly is recommended (empty names will be deprecated); look points up with `find_blend_point_by_name()`.\n\n```gdscript\nblend_space.add_blend_point(walk_node, 0.0, -1, &\"walk\")\nblend_space.add_blend_point(run_node, 1.0, -1, &\"run\")\nvar run_index := blend_space.find_blend_point_by_name(&\"run\")\n```\n\n```csharp\nblendSpace.AddBlendPoint(walkNode, 0.0f, -1, \"walk\");\nblendSpace.AddBlendPoint(runNode, 1.0f, -1, \"run\");\nint runIndex = blendSpace.FindBlendPointByName(\"run\");\n```\n\n> ⚠️ **Changed in Godot 4.7:** `AnimationNodeBlendSpace1D/2D` replace the bool `sync` property (now deprecated) with a `sync_mode` `SyncMode` enum: `SYNC_MODE_NONE = 0` (default — inactive animations are frozen), `SYNC_MODE_INDEPENDENT = 1` (the old `sync = true` behavior), `SYNC_MODE_CYCLIC_MUTABLE = 2` (cycle length computed dynamically from blend weights), `SYNC_MODE_CYCLIC_CONSTANT = 3` (one cycle per `cyclic_length` seconds — must be > 0). If an AnimationTree that blended correctly in 4.6 stops transitioning correctly, set `sync_mode` on each blend space. See the [4.7 migration guide](https://docs.godotengine.org/en/latest/tutorials/migrating/upgrading_to_godot_4.7.html).\n\n---\n\n## 6. Skeleton Modifiers (3D, 4.4+)\n\n### LookAtModifier3D (Godot 4.4+)\n\nProcedurally rotates a bone to look at a world-space target. Ideal for head tracking and eye contact without extra animation clips.\n\n> See [references/skeleton-modifiers.md](references/skeleton-modifiers.md) for the full GDScript and C# example with angle limits and influence blending.\n\n> ⚠️ **Changed in Godot 4.7:** `LookAtModifier3D.relative` now defaults to `false` (was `true`) — the rotation is applied relative to the rest pose by default instead of the current pose. Set `relative = true` to restore the 4.6 behavior. See the [4.7 migration guide](https://docs.godotengine.org/en/latest/tutorials/migrating/upgrading_to_godot_4.7.html).\n\n### BoneConstraint3D (Godot 4.5+)\n\n`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).\n\n> See [references/bone-constraints.md](references/bone-constraints.md) for the full deep dive — modifier table, scene structure, GDScript and C# examples for AimModifier3D and CopyTransformModifier3D.\n\n### SpringBoneSimulator3D (Godot 4.4+)\n\nSimulates 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.\n\n> See [references/skeleton-modifiers.md](references/skeleton-modifiers.md) for property reference table and recommended starting values per use-case (hair, antennas, capes).\n\n### Animation Markers (Godot 4.4+)\n\nMarkers 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.\n\n### Animation Retargeting (Godot 4.3+)\n\nGodot 4.3 retargets animations from one skeleton to another durin","tagline":"Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation","category":"coding-agents","tags":["agent-skill"],"author":"jame581","verified":false,"attribution":{"status":"registry_indexed","statusLabel":"Registry indexed","shortLabel":"REGISTRY INDEXED","sourceLabel":"github candidate review","sourceDetail":"jame581/GodotPrompter","creatorName":"jame581","creatorUrl":"https://github.com/jame581","sourceUrl":"https://github.com/jame581/GodotPrompter/tree/master/skills/animation-system","indexedBy":"OpenAgentSkill community index","claimUrl":"https://www.openagentskill.com/skills/jame581-animation-system#claim-this-skill","claimCta":"Claim this skill","trustNote":"This listing was indexed from public sources and is not marked official until a maintainer claim is approved.","publicNote":"Attribution links to the public repository or creator profile. 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