animation-patterns SKILL.md skillA
animation-patterns from hermeticormus/claude-code-game-development is an agent skill: a SKILL.md folder an AI agent loads when a task calls for it.
mdr add hermeticormus/claude-code-game-development/animation-patterns@git:20260930.4aecd99Pins git:20260930.4aecd99 in mdr.lock. Pin the fingerprint instead.
- Audit grade
- A, 17 of 17 checks passed
- Kind
- SKILL.md skill
- Repository
- hermeticormus/claude-code-game-development
- Path
plugins/animation-systems/skills/animation-patterns/SKILL.md- Versions recorded
- 1
- Latest version
- git:20260930.4aecd99, committed Sep 30, 2026
- Size
- 8,536 bytes
- Repository stars
- 72
- License
- MIT
Animation code patterns: Godot BlendSpace2D locomotion, AnimationNodeStateMachine transitions, root motion integration, IK foot planting, call-method animation events, and a Unity 2D freeform blend tree. Use when implementing character locomotion, animation state logic, or IK in a game.
Collected from public GitHub. Every version is saved exactly as it was and never changes. Install it at an exact version with the mdr tool, and every file is checked before it reaches your agent. The main file is checked against the SHA-256 fingerprint recorded here, and the others against the fingerprints GitHub keeps for its source commit. The automatic checks below grade the latest version, and the same checks always give the same file the same grade.
What the file says
# Animation Patterns
## Godot AnimationTree BlendSpace2D Locomotion
```gdscript
# Locomotion blend tree setup - driven by velocity
class_name PlayerAnimator extends Node
@onready var animation_tree: AnimationTree = $AnimationTree
@onready var body: CharacterBody3D = get_parent()
const BLEND_PATH := "parameters/LocomotionBlend/blend_position"
const SPEED_PATH := "parameters/SpeedBlend/blend_amount"
func _physics_process(_delta: float) -> void:
var velocity := body.velocity
var speed := velocity.length()
# 2D blend space: X=strafe (-1 left, 1 right), Y=forward (0 idle, 1 run)
# Normalize by max speed so blend space uses [0,1] range
var horizontal := body.global_transform.basis.x.dot(velocity) / 6.0
var forward := -body.global_transform.basis.z.dot(velocity) / 6.0
animation_tree.set(BLEND_PATH, Vector2(horizontal, forward))
animation_tree.set(SPEED_PATH, speed / 6.0) # 6.0 = max run speed
# AnimationTree configuration (in Godot editor):
# Root: AnimationNodeStateMachine
# State "Locomotion": AnimationNodeBlendSpace2D
# Points:
# (0, 0) = "idle" clip
# (0, 1) = "run_forward" clip
# (1, 0) = "strafe_right" clip
…Read the whole file at its exact version.
How to install
mdr add hermeticormus/claude-code-game-development/animation-patterns@sha256:13efd6a78cee5538The line at the top of this page pins the label git:20260930.4aecd99, which is what most people want. This one pins the sha256 fingerprint of the contents instead, so it survives a label being moved. Either way the exact version is written to mdr.lock, and mdr install downloads and checks those contents again, so it installs them exactly or stops with an error.
[](https://markdownregistry.com/a/art_7nwmzujpti3iotiy)
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Versions
The registry has recorded 1 version of this file, committed on Sep 30, 2026.
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Source
hermeticormus/claude-code-game-development · 72 stars · license MIT · pushed 2026-10-04 · branch main
API
GET https://markdownregistry.com/api/v1/artifacts/art_7nwmzujpti3iotiy GET https://markdownregistry.com/api/v1/resolve?ref=hermeticormus/claude-code-game-development/animation-patterns GET https://markdownregistry.com/api/v1/blob/13efd6a78cee553895d20f03fe3284b3df85a4556c7e009f8622729656750690
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