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Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master.

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

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referencesanimation-player-root-motion-and-sequences.md

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Root motion, sequences, RESET

Root motion (physics sync)

Problem: Walk cycles move bones/skeleton but CharacterBody3D stays put — world collision does not follow.

Scene: CharacterBody3D → MeshInstance3D → Skeleton3D + AnimationPlayer

@onready var anim_player: AnimationPlayer = $AnimationPlayer

func _ready() -> void:
    anim_player.root_motion_track = NodePath("MeshInstance3D/Skeleton3D:root")
    anim_player.play("walk")

func _physics_process(delta: float) -> void:
    var root_motion_pos := anim_player.get_root_motion_position()
    var root_motion_rot := anim_player.get_root_motion_rotation()

    var transform := Transform3D(
        basis.rotated(basis.y, root_motion_rot.y),
        root_motion_pos
    )
    global_transform *= transform
    velocity = root_motion_pos / delta
    move_and_slide()

Full recipe: root_motion_physics_sync.gd.

WHY: Root motion belongs on the physics tick. speed_scale drifts over long sessions — for rhythm/multiplayer sync use seek() against a shared clock.

Sequences and blend times

# Await chain
anim.play("attack_1")
await anim.animation_finished
anim.play("attack_2")

# Or queue (no await)
anim.play("attack_1")
anim.queue("attack_2")
anim.queue("idle")

# Blend: play(name, custom_blend=-1, custom_speed=1.0, custom_fade=0.5)
anim.play("run", -1, 1.0, 0.5)
anim.set_default_blend_time(0.3)

Branching combos: animation_sequencer.gd.

RESET track

Without RESET, animated properties stick when scenes reload or libraries swap.

var reset_anim := Animation.new()
reset_anim.length = 0.01

var track := reset_anim.add_track(Animation.TYPE_VALUE)
reset_anim.track_set_path(track, "Sprite2D:position")
reset_anim.track_insert_key(track, 0.0, Vector2.ZERO)

anim_player.add_animation("RESET", reset_anim)
# Enable "Reset on Save" on AnimationPlayer in editor

Orchestration across many tracks: reset_track_orchestrator.gd.

Procedural generation

Runtime bounce / juice without baking FBX: programmatic_anim.gd, procedural_track_modifier.gd.

Shared libraries

Inject once, play library_name/clip_name:

anim_player.add_animation_library(&"shared_human", shared_library)
anim_player.play(&"shared_human/walk")

See runtime_anim_lib_swapper.gd. Never mutate a library while that library's clip is playing — stop first.

Budget / culling

Off-screen visual-only players: set active = false or manual advance() — active_animation_culler.gd.

Source: SKILL.md on GitHub

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    The godot-master skill is a comprehensive expert library for Godot 4.7+ development. it provides architectural frameworks, anti-pattern catalogs, and automation scripts for build orchestration, project auditing, and visual QA. The skill demonstrates high security awareness by instructing agents on the safe use of risky engine APIs and recommending the use of boundary markers when processing untrusted scene data. No malicious patterns or unauthorized exfiltration vectors were detected.

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