jeffna1/antigravity-voxel-godot-setup/voxel-animating
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Principles and step-by-step procedures for animating voxel characters, creatures, and props. Covers keyframing, stepped/stop-motion vs smooth interpolation, walk/run/idle/jump cycles, secondary motion, and Godot 4 AnimationPlayer / AnimationTree integration.
Install
npx vskill@latest install jeffna1/antigravity-voxel-godot-setup/voxel-animatingSKILL.md
Voxel Animation Skill
Voxel animation has a unique charm that blends traditional stop-motion aesthetics with modern game physics.
1. Voxel Animation Aesthetics
Interpolation Choices
- Stepped / Constant Interpolation (Stop-Motion / Retro Style):
- Keyframes jump instantaneously between poses.
- Typically animated on 2s or 3s (10 fps to 15 fps keyframe updates on a 30/60 fps timeline).
- Gives the classic Minecraft / Crossy Road toy-like feel.
- Linear Interpolation:
- Crisp mechanical movements with sharp direction changes.
- Smooth / Bezier Interpolation:
- Used for fluid action or modern voxel games (e.g., The Sandbox, Cube World).
- Read interpolation_styles.md for configuring curve modes in Blender and Godot.
2. Core Locomotion Cycles
Idle Cycle (Duration: 1.6s - 2.0s, Looping)
- Hips: Subtle Y-axis bobbing (down 0.5-1 voxel, then return).
- Chest / Spine: Slight breathing expansion (subtle forward rotation of 2-3 degrees).
- Head: Counter-rotates slightly to keep eyes level with the horizon.
- Arms: Gentle swaying offset by 0.2s from chest movement.
Walk Cycle (Duration: 0.8s - 1.0s, Looping)
- 4 Key Poses:
- Contact Pose (Frame 0 & 12): Leading heel strikes ground; trailing toe pushing off; opposite arm swings forward.
- Down / Recoil Pose (Frame 3 & 15): Lowest body height (hips sink 1 voxel); weight on front foot; knees bent.
- Passing Pose (Frame 6 & 18): Trailing leg swings past standing leg; body rises; standing leg straightens.
- Up / High Point (Frame 9 & 21): Highest body height; back foot leaves ground.
- Frame-by-frame guide: animation_cycles_cheatsheet.md.
Run Cycle (Duration: 0.5s - 0.6s, Looping)
- Faster pacing, deeper forward torso lean (15-25 degrees).
- Clear airborne / flight phase where both feet leave the ground.
- Wider arm swing arc (-45 to +50 degrees).
Jump Cycle (3 Parts)
- Anticipation (Takeoff): Character crouches down 2-3 voxels (0.1s - 0.15s).
- Apex (In-Air): Arms raised, legs tucked up; hold pose until downward velocity begins.
- Landing: Deep squash on touchdown, followed by rapid recovery to idle/run.
3. Secondary Animation for Voxel Characters
- Rigid Accessories: Hats, backpacks, shields should bounce on a 1-to-2 frame delay.
- Hair / Capes: Keyframe in stepped arcs to mimic physical momentum without mesh distortion.
Security
- Security scanPassed, 100 of 100Pattern checks on the skill's files.
- Model reviewNot runA model review is scheduled for the next rescan.
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingskills/voxel-animating/SKILL.md
Popularity
- 7-day trend score
- 5
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Works with
Any agent vskill installs to: 56 targets in all. These 39 have a page on this site.
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- GPT Pilot
- Plandex
- bolt.new
- v0
- Replit Agent
- Anse
- TypingMind
- BetterChatGPT
- LibreChat
- Warp AI
- Pieces
- Fig AI
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