animation-tree

Wire AnimationTree state machines and blend trees so character clips respond to gameplay.

66|4|Updated Feb 26, 2026
One-click install
npx skills add https://github.com/SummerEngine/summer --skill animation-tree-summerengine
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: animation-tree
Source: https://github.com/SummerEngine/summer/tree/main/library/skills/animation-tree
Command: npx skills add https://github.com/SummerEngine/summer --skill animation-tree-summerengine

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Characters with multiple animation clips often T-pose, snap between states, or have animations that interrupt each other incorrectly. This Skill composes existing AnimationPlayer clips into an AnimationTree with state machines and blend spaces so locomotion, attacks, hit reactions, and death states transition correctly in response to gameplay. ## Core Features & Use Cases - State Machine Construction: Builds an AnimationNodeStateMachine with locomotion, attack, hit, and dead states, wired via MCP tools or a scripted ctx.anim_state_machine call. - Continuous Locomotion Blending: Creates BlendSpace1D nodes parameterized by movement speed so idle, walk, and run crossfade smoothly instead of popping. - One-Shot Interrupts: Configures AnimationNodeOneShot nodes for attacks and hit reactions that temporarily override locomotion and return automatically. - Use Case: A goblin NPC has idle, walk, run, attack, and death clips. Use this Skill to wire an AnimationTree so it blends walk-to-run by speed, fires attack one-shots on input, snaps to a hit reaction on damage, and travels to a terminal dead state. ## Quick Start Wire an AnimationTree state machine on my goblin character with locomotion blending, attack and hit one-shots, and a dead state, then play the scene to verify the transitions.

Frequently Asked Questions about animation-tree

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I blend walk and run animations in Godot?

Use an AnimationNodeBlendSpace1D inside an AnimationTree state machine, placing idle, walk, and run clips at positions along a speed axis. Then write parameters/Locomotion/blend_position from the character's actual horizontal velocity every physics frame.

How do I make an attack animation interrupt locomotion in Godot?

Wrap the attack clip in an AnimationNodeOneShot node and fire it from script by setting parameters/Attack/request to ONE_SHOT_REQUEST_FIRE. The one-shot temporarily overrides the base locomotion state and returns automatically when the clip ends.

Why does my character T-pose when the scene plays?

T-posing usually means AnimationTree.active was never set to true, or the anim_player property points at the wrong node. It can also happen when copied clip tracks target a different skeleton path than the active Skeleton3D.

When should I use OneShot versus a StateMachine state?

Use OneShot when the action is a temporary override of an underlying state, like attacking while running. Use a StateMachine state when the action fully replaces everything else, such as death, stun, or ragdoll.

Why does my walk-to-run transition pop mid-stride?

The transition switch_mode is set to Immediate, which restarts the clip at the crossfade. Set switch_mode to Sync so the cycle phase matches across the crossfade and foot placement stays continuous.

When should I not use an AnimationTree?

Skip AnimationTree for single-clip looping props, hand-timed cinematics, or fully procedural IK animation with no clips. A direct AnimationPlayer.play call is sufficient for those cases.