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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SKILL.mdcore · 18,877 bytesSKILL.mdcore · 18,877 bytesSKILL.mdcore · 18,877 bytesreferences/critique.mddoc · 6,245 bytesreferences/expert-notes.mddoc · 10,812 bytesreferences/gui-paths.mddoc · 9,028 bytesreferences/procedures.mddoc · 23,195 bytesreferences/sources.mddoc · 8,530 bytesscripts/agentkit/animation/anim_audit.gdasset · 19,156 bytesscripts/agentkit/animation/anim_capture.gdasset · 6,997 bytesscripts/agentkit/animation/anim_cutscene.gdasset · 7,676 bytesscripts/agentkit/animation/anim_ik.gdasset · 5,460 bytesscripts/agentkit/animation/anim_import.gdasset · 7,636 bytesscripts/agentkit/animation/anim_motion.gdasset · 5,690 bytesscripts/agentkit/animation/anim_rig.gdasset · 19,307 bytesscripts/agentkit/animation/anim_setup.gdasset · 4,088 bytesscripts/agentkit/animation/anim_tree.gdasset · 9,701 bytesscripts/agentkit/animation/anim_tween.gdasset · 5,462 bytesscripts/agentkit/animation/cutscene_director.gdasset · 885 bytesscripts/agentkit/animation/foot_placer.gdasset · 2,569 bytesscripts/agentkit/animation/locomotion_state.gdasset · 473 bytesscripts/agentkit/animation/pose_persist.gdasset · 1,202 bytesscripts/gd_anim.pyruns · 10,969 bytes
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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