jeffna1/antigravity-voxel-godot-setup/voxel-animating

Trust tier 2
  • community
LLM review pending
Source check pending

Checking that the SKILL.md file is still in the repository.

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-animating

SKILL.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
  1. 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.
  1. Linear Interpolation:
  • Crisp mechanical movements with sharp direction changes.
  1. 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:
  1. Contact Pose (Frame 0 & 12): Leading heel strikes ground; trailing toe pushing off; opposite arm swings forward.
  2. Down / Recoil Pose (Frame 3 & 15): Lowest body height (hips sink 1 voxel); weight on front foot; knees bent.
  3. Passing Pose (Frame 6 & 18): Trailing leg swings past standing leg; body rises; standing leg straightens.
  4. Up / High Point (Frame 9 & 21): Highest body height; back foot leaves ground.
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)
  1. Anticipation (Takeoff): Character crouches down 2-3 voxels (0.1s - 0.15s).
  2. Apex (In-Air): Arms raised, legs tucked up; hold pose until downward velocity begins.
  3. 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

Popularity

7-day trend score
5

Not refreshed yet.

Works with

Any agent vskill installs to: 56 targets in all. These 39 have a page on this site.

  • Claude Code
  • Cursor
  • GitHub Copilot
  • Windsurf
  • Codex
  • Gemini CLI
  • Cline
  • Amp
  • Roo Code
  • Goose
  • Continue
  • Kilo Code
  • Junie
  • Trae
  • OpenHands
  • Qwen Code
  • AI Agent
  • Tabnine Chat
  • Sourcegraph Cody
  • Amazon Q
  • Firebase Genkit
  • Sweep
  • Devin
  • Phind
  • Mentat
  • Claude Desktop
  • Aider
  • GPT Pilot
  • Plandex
  • bolt.new
  • v0
  • Replit Agent
  • Anse
  • TypingMind
  • BetterChatGPT
  • LibreChat
  • Warp AI
  • Pieces
  • Fig AI
Embed badge
vskill VERIFIED badge
[![vskill VERIFIED](https://verified-skill.com/api/v1/skills/jeffna1/antigravity-voxel-godot-setup/voxel-animating/badge)](https://verified-skill.com/skills/jeffna1/antigravity-voxel-godot-setup/voxel-animating)

Something wrong with this skill or its page? Tell us.