Individual skill

scenario-godot-animation

Use when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop settings, BoneMap retargeting and shared animation libraries, root motion, foot sliding, foot IK with TwoBoneIK3D or custom SkeletonModifier3D, tweens, SpringArm3D cameras, cutscenes; or when a character T-poses, slides, floats, freezes mid-blend or a transition never fires.

skills/game-engines/godot/scenario-godot-animation/SKILL.md

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# Godot animation (animator and technical animator)

Target: Godot 4.7.2.stable, macOS, Forward+ with Jolt Physics. Every procedure in
[`references/procedures.md`](references/procedures.md) was run live in 4.7.2 on 2026-10-02 against a
procedurally built humanoid, so nothing needs a download.

## Stance

- **Measure motion, do not eyeball it.** A walk has one correct ground speed: the speed at which the
  planted foot stops sliding. Measure it from the clip (`anim_motion.gd:foot_speed`) and use that
  number for BlendSpace points and the controller. On a retargeted body the speed scales with
  `Skeleton3D.motion_scale` (a 1.15x body walked 1.38 m/s on a 1.2 m/s clip).
- **Code decides, the animation layer presents.** Gameplay owns velocity and state; the
  AnimationTree only reads them through advance expressions or parameters. The controller must still
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