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animation-tree is a skill from the Summer skill library: a guide your AI agent reads when the task matches, so it builds the good version on the first try. Wire AnimationTree state machines and blend trees: locomotion blends, attack interrupts, hit reactions.

When your agent uses it

  • The character has clips that must play in response to gameplay — idle/walk/run blends, attacks that interrupt locomotion, hit reactions
  • A character keeps T-posing

Install

summer setup installs every skill for your agent. To add only this one:
Swap claude-code for your agent, such as codex or cursor. See Skills for every option.

The skill

This skill generates nothing. It composes existing clips on an AnimationPlayer into an AnimationTree with a StateMachine for distinct states (idle / attack / hit / dead) and BlendSpace nodes for continuous parameters (walk-run blend by speed). Wired wrong, you get T-poses, snapping, or clips that cut each other off. The canonical Summer Engine stack:
Before adding the tree, prove direct AnimationPlayer.play() visibly moves the rig. The engine may import animation GLBs as AnimationLibrary resources or as PackedScenes with embedded AnimationPlayers. If a copied clip appears in the list but the mesh T-poses, its tracks probably target a different root/skeleton path. Use the embedded player that came with the matching GLB, or remap/copy tracks only after confirming they target the active Skeleton3D. An inactive AnimationTree is also a no-op, so always set AnimationTree.active = true.

When to use this skill

  • Character has 3+ clips and switching between them via AnimationPlayer.play("walk") is causing pops, T-poses, or “starts halfway through”.
  • Need a walk → run blend that’s continuous, not boolean.
  • Need attack to interrupt locomotion but only on the upper body, while feet keep walking.
  • Need hit-react one-shot that returns to whatever state was playing before.
  • Building any non-trivial NPC or player character past the prototype phase.

When NOT to use this skill

  • Single-clip looping background prop (banner waving, water surface). Just AnimationPlayer.play("loop") is fine.
  • Cinematic with hand-authored timing. Use AnimationPlayer directly with play_with_capture; AnimationTree is overkill.
  • Character has zero clips — generate first via generate-motion.
  • Procedural-only animation (no clips, all IK). That’s procedural-animation.

Canonical state machine

This is the production-default for a humanoid character that can move, attack, take a hit, and die. Start here, prune what you don’t need, extend with named states for specials.
  • Locomotion is a single AnimationNodeBlendSpace1D parameterized by move_speed (0..max). Three points on the line: idle (0), walk (~3), run (~6). Crossfades for free.
  • Attack is an AnimationNodeOneShot wrapping attack_sword (or whichever clip). Fires from the script via parameters/attack/request = ONE_SHOT_REQUEST_FIRE. Auto-returns to Locomotion when the clip ends.
  • Hit same pattern, higher priority — interrupts attack. Fires on damaged signal.
  • Dead is a transition-target with no exit. Trigger via state_machine.travel("dead").

The fast lane: script the wiring (preferred)

Before walking the CRUD steps below, check the ctx lane — one summer_run_script call replaces the add-node/set-prop chain AND the hand-written .tres:
  • Animation-tier engines: ctx.anim_state_machine(character, {states: {...}, transitions: [[from, to, {blend_s: 0.2}], ...], start: "idle"}) gets-or-creates the AnimationTree, wires it to the player, builds the state machine, sets active = true. Unknown clip names come back as a report entry listing the player’s REAL clips — never wire against guessed names. Full recipe (inspect clips/bones first, method-track events, root motion, playtest verification): character-animation-wiring.
  • Any engine (raw fallback): the same classes are fully script-bound — AnimationNodeStateMachine.add_node(name, AnimationNodeAnimation), add_transition(from, to, AnimationNodeStateMachineTransition) (one transition resource each, xfade_time on it), then tree.anim_player = tree.get_path_to(player), tree.tree_root = sm, tree.active = true, and ctx.set_owner_recursive(tree). The raw script is quoted in character-animation-wiring.
Scope: anim_state_machine builds clip states + transitions only. The canonical machine below — BlendSpace1D locomotion, OneShot attack/hit — still needs the .tres (or raw-script) lane for those node types. Discrete idle/walk/run backbones don’t.

Steps via MCP

1. Inspect the current character

Confirm there’s a Skeleton3D and an AnimationPlayer with at least idle + walk + run populated. If clips are missing, route to generate-motion.

2. Add the AnimationTree

scenePath is a required argument on every scene-mutating tool (summer_add_node, summer_set_prop, summer_set_resource_property, summer_connect_signal, summer_save_scene, summer_instantiate_scene, summer_remove_node, summer_replace_node). Omit it and the call is rejected before it reaches the engine. Get the path from summer_get_project_context. anim_player must be a relative NodePath; ../AnimationPlayer from a sibling. Don’t use absolute paths — breaks scene reuse.

3. Build the tree resource

The tree_root is a single AnimationNodeStateMachine. Inside it, a Locomotion node which is itself an AnimationNodeBlendSpace1D, plus Attack, Hit, Dead nodes. Three ways to build it, in preference order: (1) a summer_run_script GDScript constructing the node graph via the script-bound API — transactional, no hand-parsed text format (see the fast-lane section above; BlendSpace1D and OneShot nodes are AnimationNodeBlendSpace1D.new() + add_blend_point(...) and AnimationNodeOneShot.new() with fadein_time/fadeout_time, composed with the same add_node/add_transition calls); (2) hand-writing the .tres below and importing it; (3) summer_set_resource_property node-by-node — the most verbose, use only for touch-ups. The .tres skeleton, for the read/write fallback lane:
Each AnimationNodeStateMachineTransition carries xfade_time (0.15 default), switch_mode (Immediate / Sync / At End), and advance_mode (Auto / Enabled / Disabled). Ask before writing the .tres: “May I write res://characters/goblin/animation_tree.tres with the canonical 4-state machine + Locomotion blendspace?“

4. Drive it from the controller script

tree.set(...) writes a parameter path. sm.travel(...) switches state.

5. Connect signals

The parameters are emitter and receiver — not source/target, not from/to. Those spellings fail schema validation. If the goblin has an HP component emitting died, connect that to die.

6. Save & verify

summer_get_script_errors checks one file and requires path; there is no “check everything” form. For a project-wide sweep use summer_get_diagnostics. Then summer_play and watch — the goblin should idle in place, blend up to walk/run as it moves, fire attack on input/AI, snap to hit on damage, end in Dead.

Confirmation gates

  • Before writing the .tres: show the state list and transition table.
  • Before connecting signals: show source → target → method.
  • Before pressing play: state which behaviors should be visible (idle plays, walk crossfades, attack interrupts).

Reference card

Parameter paths cheat-sheet

Transition switch_mode decision

  • Immediate (0): snap to new state at xfade. Use for hit reactions, deaths.
  • Sync (1): match current play position. Use for walk ↔ run (avoids foot-pop mid-stride).
  • At End (2): finish current clip first. Use for attack-string combos (attack_1 → attack_2 only at end of attack_1).

Pitfalls

  • Character T-poses on play. AnimationTree.active = true was missed. Set it in _ready() or via inspector.
  • Locomotion blendspace stuck on idle even when moving. The blend_position parameter isn’t being written — confirm tree.set("parameters/Locomotion/blend_position", speed) runs every frame in _physics_process. Also confirm the path matches your state name exactly (case-sensitive).
  • Walk-to-run pops. Transition switch_mode is Immediate. Set to Sync so the cycle phase matches across the crossfade.
  • Attack one-shot fires every frame as long as input is held. Use Input.is_action_just_pressed, not is_action_pressed. Or store a _can_attack flag with cooldown.
  • Hit reaction interrupts itself when hit twice in 100ms. Set fadein_time = 0.0 and gate from script: if sm.get_current_node() == "Hit": return.
  • Attack plays but locomotion is invisible (lower body T-pose). OneShot’s mix_mode is BLEND (full body). For upper-body-only attacks, set mix_mode = ADD and use an additive clip, or drive the lower body from a second AnimationTree branch and blend by bone with an AnimationNodeBlend2 plus filters. SkeletonModification3D is an old upstream class name and ClassDB.class_exists("SkeletonModification3D") returns false on the current Summer build.
  • Dead state replays from start every time HP < 0. Add a guard in the controller: if is_dead: return.

One-shot vs StateMachine — which to use

  • OneShot: the action is a temporary override of an underlying state (attack while running, hit-react while attacking). The base keeps playing.
  • StateMachine state: the action is a replacement (dead, stunned, ragdoll). Nothing else plays.
  • Action combat is usually OneShot for attacks + a StateMachine state for “dead”. Don’t model attacks as StateMachine states unless you need precise transition control between attack-string variants.

BlendSpace1D vs BlendSpace2D

  • 1D for speed-only locomotion (idle / walk / run).
  • 2D for omnidirectional movement (idle / forward / strafe-left / strafe-right / back). Eight or nine clips arranged on a unit circle. Necessary for top-down or strafing third-person; overkill for FPS hands.

Anti-patterns

  • Skipping AnimationTree and calling AnimationPlayer.play("walk") from script. Works for one clip; breaks the moment you need a crossfade.
  • Modeling every attack as a StateMachine state. The transition matrix explodes (N states × N transitions). Use one OneShot per attack and switch its inner clip via parameters/Attack/animation.
  • Writing the .tres by hand without using sub_resource IDs — the engine loses the references. Always use [sub_resource id="..."] blocks.
  • Driving blend_position from raw input (Input.get_axis(...)). Drive from actual velocity — that way the blend matches the body’s real motion, including knockback and slope-slide.

Edge cases

  • Player rotates 180° instantly while sprinting. The blendspace doesn’t know about turning — locomotion looks like the character moonwalks for one frame. Add a small additive turn-lean clip layered on top, or add a brief “turn” state with switch_mode=AtEnd.
  • Animation library uses root motion. Set root_motion_track on the AnimationTree (path to the root bone), then in _physics_process use tree.get_root_motion_position() and apply to the CharacterBody3D. Don’t combine with input-driven velocity — pick one.
  • Character has no AnimationPlayer. Add one first. AnimationTree without anim_player target is a no-op.

Fallback (no MCP)

Open the scene in Summer Engine, add an AnimationTree node, set Anim Player to the AnimationPlayer, set Active = on, double-click Tree Root, and edit visually. Drag AnimationNodeStateMachine as the root, drop nodes inside, draw transitions by Shift-dragging, and save the scene. The visual editor produces the same .tres; it is slower but discoverable.

Handoff

  • For NPC behavior firing these states (decide-when-to-attack), hand off to design-npc.
  • For first-person hand animations on the player rig, the same pattern applies — hand off to fps-controller for the state inputs.
  • For procedural overlays on top of the tree (look-at the player while idling), hand off to procedural-animation.
  • For lipsync layered on the face during dialogue states, hand off to facial-and-lipsync.

See also

  • character-animation-wiring — the end-to-end rigged-GLB path: inspect real clip/bone names, ctx.anim_state_machine, method tracks, root motion, playtest verification.
  • generate-motion — produce the clips this tree references.
  • retarget — share one tree across many characters.

From a shell

No Summer MCP tools in this session? Run each one as a command; when summer --version is missing or below 4.0, use npx -y summer-engine@latest in place of summer. Fields are flags in kebab-case (--scene-path res://main.tscn) or one --input '<json>', and summer ops describe <op> prints the exact input. The summer-cli skill has the rest.
  • character-animation-wiring: Wire a rigged character end to end: real clips and bones, locomotion states, method tracks, root motion.
  • design-npc: Design enemy, NPC, boss or companion behavior: perception, state machine, telegraphs, script stub.
  • facial-and-lipsync: Make a character’s mouth move with a voice-over: phonemes, viseme blendshapes, facial expressions.
  • generate-motion: Attach a library animation clip (idle, walk, run, attack) to a rigged character via AnimationPlayer.
  • procedural-animation: Runtime bone changes on top of clips: head look-at, foot IK, hand grabs a prop, lean, recoil.
  • retarget: Apply animation clips from one rigged character to another: one clip library, many models.
  • fps-controller: First-person controller: WASD, mouse look, jump, coyote time, jump buffering, air control.

Source: library/skills/animation-tree/SKILL.md, rendered from summer-engine@4.3.0 on npm.