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Defines animation state machine patterns for gameplay: state grouping, transition ownership, event contracts, sync rules. Useful when complex animation causes gameplay bugs or transitions are hard to reason about.
npx claudepluginhub mrcalderon3d/everything-game-dev-codeHow this skill is triggered — by the user, by Claude, or both
Slash command
/everything-game-dev-code:animation-state-patternsThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Structure animation state, blending, events, and sync so authored motion remains reliable under gameplay pressure.
Define authoring, import, and state machine rules for frame-by-frame and skeletal 2D animations.
Wires Godot 4.5 AnimationTree state machines and blend spaces from existing clips. Activates when the user has idle/walk/run/attack clips and needs smooth transitions, hit reactions, or interrupts.
Guides purposeful UI motion choreography for animation sequences, page transitions, micro-interactions, and loading states, ensuring performance and reduced-motion accessibility.
Share bugs, ideas, or general feedback.
Structure animation state, blending, events, and sync so authored motion remains reliable under gameplay pressure.
2d-animation-pipeline owns animation authoring, import, and wiring conventions.