thedivergentai/gd-agentic-skills

godot-2d-animation

Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs.

소스 보기

사용 방법

  1. 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
  2. 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
  3. 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-2d-animation

시작 전 확인

  • 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
  • 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 Skill 문서

원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.

NEVER Do

  • NEVER use AnimatedTexture — This class is deprecated, highly inefficient in modern renderers, and may be removed in future Godot versions. Use AnimatedSprite2D or AnimationPlayer instead.
  • NEVER allow Tweens to fight over the same property — If multiple Tweens animate the same property, the last one created forcibly takes priority. Always assign your Tween to a variable and call kill() on the previous instance before creating a new one.
  • NEVER process kinematic movement outside the physics tick — If your AnimationPlayer moves a CharacterBody2D, ensure the AnimationPlayer's callback mode is set to Physics. Animating physics bodies during the Idle (render) frame breaks fixed timestep physics interpolation and causes stutter.
  • NEVER use `animation_finished` for looping animations — The signal only fires on non-looping animations. Use animation_looped instead for loop detection.
  • NEVER call `play()` and expect instant state changes — AnimatedSprite2D applies play() on the next process frame. Call advance(0) immediately after play() if you need synchronous property updates (e.g., when changing animation + flip_h simultaneously).
  • NEVER set `frame` directly when preserving animation progress — Setting frame resets frame_progress to 0.0. Use set_frame_and_progress(frame, progress) to maintain smooth transitions when swapping animations mid-frame.
  • NEVER forget to cache `@onready var anim_sprite` — The node lookup getter is surprisingly slow in hot paths like _physics_process(). Always use @onready.
  • NEVER mix AnimationPlayer tracks with code-driven AnimatedSprite2D — Choose one animation authority per sprite. Mixing causes flickering and state conflicts.
  • NEVER use paper-thin skeletons for deformation — 2D meshes require balanced vertex density. If your mesh deforms poorly, increase the vertex count near joints in the Mesh2D editor.

Available Scripts

MANDATORY: Read the script for the pattern you are implementing. Inline recipes that duplicated these scripts were removed — the script is the source of truth.

Do NOT Load (by scenario)

ScenarioLoadDo NOT Load
Single character / playerone_frame_sync_fix.gd, animation_state_sync.gd, optional animation_tree_step.gd / tween_lifecycle_manager.gdmultimesh_swarm_anim.gd, gpu_mesh_optimizer.gd (unless fill-rate profiling demands it)
Frame events / hitboxes / SFX syncanimation_sync.gd (+ AnimationPlayer method tracks)Swarm/MultiMesh scripts
Squash/stretch game-feelMANDATORY procedural_squash_stretch.gdInline landing-condition snippets in this skill
Cutout / IK limbsskeleton_2d_rig_helper.gdMultiMesh swarm scripts
Shader flash / dissolve on animshader_hook.gd—
Thousands of bats/fish/propsmultimesh_swarm_anim.gd (+ docs fish tutorial)Per-entity AnimatedSprite2D / Tween managers

Script index


Expert Decision Tree: Choosing the Right Animation Tool

ScenarioRecommended NodeExpert Insight
Isolated, pure frame-by-frame spritesheetsAnimatedSprite2DCannot animate non-visual properties or method tracks — escalate to AnimationPlayer when you need those.
Cutout animations, non-visual sync, audio/particlesAnimationPlayerOwns transforms, mesh deformation, method/value tracks.
Complex state machines, blending, locomotionAnimationTreeLogic graph over an AnimationPlayer; use travel() via animation_tree_step.gd.
Procedural, dynamic, fire-and-forget UI/fxTweenRuntime targets; always go through tween_lifecycle_manager.gd.
Swarms of thousands of entitiesMultiMeshInstance2D + ShaderLoad multimesh_swarm_anim.gd only; skip character sync scripts.

Golden Path: One-Frame Sync (play + advance(0))

When changing animation and sprite properties in the same frame, play() alone applies next process tick — one-frame glitch.

MANDATORY: Read one_frame_sync_fix.gd. Minimal contract:

gdscript
# After any play() that must match flip/modulate/etc. this frame:
anim.flip_h = dir < 0
anim.play(&"run")
anim.advance(0)  # force pose now

Related: animation_looped (loops) vs animation_finished (one-shots); use set_frame_and_progress when swapping skins mid-clip (see AnimatedSprite2D class docs).


Procedural Squash & Stretch

Do NOT paste landing snippets into agents. A prior body used an impossible condition (not is_on_floor() and is_on_floor()).

MANDATORY sole source: procedural_squash_stretch.gd — impact squash, velocity stretch, lerp recovery. Pair with godot-characterbody-2d / godot-2d-physics for floor/velocity authority.


Quick routing (scripts own the recipes)

  • Tween interrupt / flash loops → tween_lifecycle_manager.gd (never race two Tweens on one property).
  • AnimationTree travel → animation_tree_step.gd (start then travel).
  • IK foot plant → skeleton_2d_rig_helper.gd + SkeletonModification2DTwoBoneIK docs.
  • Fill-rate / swarms → gpu_mesh_optimizer.gd / multimesh_swarm_anim.gd per Do-NOT-Load table.
  • Pixel filter / shared SpriteFrames → Official Documentation (2D sprite animation, SpriteFrames); keep resources shared via preload.

Expert insights (WHY — keep in body)

  • Hybrid cutout + cel — Animate bones for body motion; keyframe frame/texture on child sprites for hand/face swaps. WHY: transform-only motion is cheap; cel swaps stay art-directable without re-rigging.
  • GPU fill rate — Large transparent sprites waste fill rate. WHY: tight MeshInstance2D polygons skip transparent texels; pair with gpu_mesh_optimizer.gd.
  • Tween property fights — WHY: the last Tween on a property wins silently. Always kill() the prior instance (tween_lifecycle_manager.gd).
  • AnimationTree travel — WHY: StateMachine uses internal A* between states; call start() before travel() (animation_tree_step.gd).

Deep recipes (on demand)

TopicReference / script
Signals / frame events / skin swapsignals-and-frame-events.md
Cutout rigs / procedural IK feetcutout-and-skeletal.md
GPU mesh / swarms / memory streamingexpert-techniques.md
Frame metadata / spawn offsetsanimation_data_extractor.gd
Async SpriteFrames VRAMsprite_sheet_memory_manager.gd

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

  • 2D sprite animation — Canonical AnimatedSprite2D + SpriteFrames workflow for frame-based sheets and signal timing.
  • Introduction to the animation features — When to graduate from spritesheets to AnimationPlayer for tracks, methods, and non-visual properties.
  • Cutout animation — Paper-doll hierarchies and hybrid cutout/cel setups before full skeletal IK.
  • 2D skeletons — Skeleton2D / Bone2D rigging, rest poses, and deformation expectations for cutout meshes.
  • Using AnimationTree — Blend spaces and state-machine graphs that drive an underlying AnimationPlayer.
  • Animation track types — Method/value/property tracks for frame-perfect SFX, hitboxes, and shader uniform hooks.
  • AnimatedSprite2D — play(), advance(), set_frame_and_progress(), and animation_looped vs animation_finished contracts.
  • SpriteFrames — Shared frame resources, loop flags, and per-animation timing used by AnimatedSprite2D.
  • Tween — Runtime squash/stretch and interruptible one-shot motion without baking AnimationPlayer clips.
  • Animating thousands of fish — GPU vertex / MultiMesh patterns for swarm motion that must leave the node tree.
  • SkeletonModification2DTwoBoneIK — Lightweight two-bone IK for procedural foot/hand planting on Skeleton2D stacks.

Related Skills

Prerequisites

  • godot-animation-player — AnimationPlayer ownership, callback modes, and track authoring that this skill’s hybrid/cutout patterns assume.
  • godot-characterbody-2d — Physics-tick movement so animated CharacterBody2D motion stays on the fixed timestep.
  • godot-signal-architecture — Safe wiring for animation_finished / animation_looped / frame_changed without lifecycle leaks.

Complements

  • godot-animation-tree-mastery — Deepen blend trees, OneShot layers, and travel() pathfinding beyond the 2D locomotion basics here.
  • godot-tweening — Broader Tween composition when squash/stretch or UI pops outgrow inline create_tween() snippets.
  • godot-shaders-basics — CanvasItem shader uniforms driven by AnimationPlayer tracks or MultiMesh swarm materials.
  • godot-2d-physics — Impact velocity, raycasts for IK targets, and interpolation rules that feed procedural deformation.
  • godot-state-machine-advanced — Gameplay FSMs that should own intent while AnimationTree/AnimatedSprite2D own presentation.
  • godot-particles — Dust, hit sparks, and trails spawned from method tracks or frame events.
  • godot-adapt-3d-to-2d — Directional sheets, billboards, and fake-depth sorting that still use 2D animation nodes.

Downstream / consumers

  • godot-genre-platformer — Jump/land/run presentation stacks consume sync, squash/stretch, and state-machine travel patterns.
  • godot-genre-fighting — Frame-perfect hitboxes and method tracks depend on AnimationPlayer + AnimatedSprite2D discipline here.
  • godot-resource-data-patterns — Shared .tres SpriteFrames and skin packs for memory-safe multi-instance characters.

Master

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

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