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/godot-2d-animation

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Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animation_finished, animation_looped, frame_changed, frame_progress, set_frame_and_progress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0).

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-2d-animation

This session only. Nothing lands on disk.

referencesmigration-notes.md

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Migration notes: godot-2d-animation

Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.

If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.

4.0 → 4.1

Official: Upgrading to Godot 4.1

  • AnimationNode._process requires new test_only parameter; blend_input/blend_node gain optional test_only.
  • AnimationNodeStateMachinePlayback.get_travel_path returns Array[StringName].
  • PathFollow2D.lookahead removed.

4.1 → 4.2

Official: Upgrading to Godot 4.2

  • Many AnimationPlayer/AnimationTree APIs moved to AnimationMixer base.
  • method_call_mode → callback_mode_method; playback_process_mode/process_callback → callback_mode_process.
  • playback_active → active on mixer; AnimationTree.tree_root typed as AnimationRootNode.
  • AnimationPlayer.seek gains optional update_only.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • Animation interpolate / track_find_key gain backward/limit options.
  • AnimationMixer._post_process_key_value object arg is uint64.
  • Skeleton3D.bone_pose_changed → skeleton_updated; BoneAttachment3D.on_bone_pose_update → on_skeleton_update.
  • Capture mode replaced; see Migrating Animations 4.0→4.3 article for blend/time semantics.

4.3 → 4.4

Official: Upgrading to Godot 4.4

No skill-relevant breaking changes for this hop.

4.4 → 4.5

Official: Upgrading to Godot 4.5

No skill-relevant breaking changes for this hop.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • AnimationPlayer assigned_animation / autoplay / current_animation are StringName (C# binary break).
  • get_queue returns StringName[].

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Animation.length uses double metadata (C# impact).
  • AnimationNodeBlendSpace1D/2D.add_blend_point optional name.
  • LookAtModifier3D.relative default is false (was true).

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub16d

    The skill provides comprehensive, production-grade templates and guidelines for handling 2D animation workflows in Godot 4.x. It covers critical concepts like managing frame synchronization glitches via `advance(0)`, implementing procedural squash and stretch, utilizing lightweight 2D IK stacks (`SkeletonModification2DTwoBoneIK`), optimizing fill rates with 2D meshes, managing high-resolution sprite sheet memory dynamically, and executing state transitions correctly. No security flags or risks were identified.

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    Risk: LOW · No issues

  • Runlayer7mo

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Signed by skilld at 9d6e91e. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

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