Skill v1.0.1
currentAutomated scan100/100+5 new
name: character-animation-wiring description: "Wire a rigged character end to end: real clips and bones, locomotion states, method tracks, root motion." license: MIT compatibility: [Cursor, Claude Code, Windsurf, Codex] category: animation user-invocable: false allowed-tools: Read Grep Edit Write summer_run_script summer_api_docs summer_get_scene_tree summer_inspect_node summer_world_snapshot summer_snapshot_diff summer_screenshot summer_play summer_stop summer_get_runtime_tree summer_inspect_runtime_node summer_save_scene summer_get_script_errors paths: ["/*.gd", "/*.tscn", "**/*.glb"] metadata: version: "1.0.1"
Character Animation Wiring — Rigged GLB to Living Character
The game-critical path: a rigged, animated character lands in the scene — from assets.generate_3d({ ..., rig: true }) + assets.generate_motion, or an imported GLB — and nothing moves yet. This skill wires it end to end: inspect what actually arrived, build locomotion, fire gameplay events off animation frames, add poses and head tracking, key the face, and handle root motion. Then prove it in a playtest — a wired tree that was never played is a claim, not a result.
Two lanes throughout:
- ctx lane (animation-tier engines): the animation ctx helpers on
summer_run_script—anim_state_machine,animate_method,bone_pose,look_at_modifier, plus theanimate()v2 extensions. One script per step, owner handled, failures come back as report entries. - raw lane (any engine): the same wiring through plain GDScript in
summer_run_script— the Animation/AnimationTree classes are fully script-bound, just verbose. On an older engine a missing ctx helper is a plainInvalid call to method ...script error; fall back to the raw lane, which works everywhere.
Frozen animation-tier signatures (see scene-scripting for the full stdlib):
anim_state_machine(target: Node, spec: Dictionary, player: AnimationPlayer = null) -> AnimationTree# spec: { states: {name: clip_name}, transitions: [[from, to, {auto?: bool,# blend_s?: float}], ...], start: name }animate_method(node: Node, calls: Array, anim_name: String = "",loop: bool = false, player: AnimationPlayer = null) -> AnimationPlayer# calls: [[time_s, method_name, args_array], ...] -> one method-call trackbone_pose(skeleton: Node, bone: String, pose: Dictionary) -> bool# pose keys position/rotation/scale; unknown bone -> false + report listing bone nameslook_at_modifier(node: Node, target: Node, props: Dictionary = {}) -> Node# LookAtModifier3D under the skeleton/node, ownedanimate(...) v2: keys entries also accept {time, value, interpolation: "nearest"|"linear"|"cubic"};# property may target bones ("<skeleton_node>:<bone_name>/position|rotation|scale")# and blend shapes ("blend_shapes/<name>")
When to use this skill
- A rigged GLB with clips is instanced and the character T-poses or slides.
- "Make the goblin idle, walk when moving, run when sprinting."
- Footstep sounds / attack hit-frames need to fire at exact animation times.
- A corpse/statue/mannequin needs a still pose; an NPC head should track the player.
- The character visibly moonwalks — the clip translates the root but the body stays put (root motion).
When NOT to use this skill
- No clips yet — generate first via
generate-motion(rigged Meshy target) or import them. - Continuous walk↔run blending by speed, upper-body attack overlays, OneShot hit reactions — that graph design lives in
animation-tree; this skill's state machine is the discrete idle/walk/run backbone. - Foot IK, additive lean, ragdoll —
procedural-animation. - Full viseme lipsync from audio —
facial-and-lipsync(this skill covers the blend-shape keying mechanism it builds on).
Step 1 — Inspect what actually came in
Never wire against assumed clip names or bone names. Imports differ: the AnimationPlayer may be nested inside the instance, clips may be namespaced (walk vs Walking_Woman vs mixamo_com), bone names vary by rig source. The instance's internals are not owned by the edited scene, so pass owned: false when searching:
func run(ctx):var character = ctx.find("Goblin")if character == null:ctx.report("error", "Goblin not found — check summer_get_scene_tree")returnfor p in character.find_children("*", "AnimationPlayer", true, false):ctx.report("player:" + str(character.get_path_to(p)), p.get_animation_list())for s in character.find_children("*", "Skeleton3D", true, false):var bones := []for i in s.get_bone_count():bones.append(s.get_bone_name(i))ctx.report("skeleton:" + str(character.get_path_to(s)), bones)for m in character.find_children("*", "MeshInstance3D", true, false):if m.mesh and m.mesh.get_blend_shape_count() > 0:var shapes := []for i in m.mesh.get_blend_shape_count():shapes.append(m.mesh.get_blend_shape_name(i))ctx.report("blend_shapes:" + str(character.get_path_to(m)), shapes)
Read the reports. Every later step quotes these exact strings. If the clip list is empty, the GLB imported without animations (or they landed as a separate AnimationLibrary asset) — route back to generate-motion / retarget before wiring anything.
Step 2 — Locomotion state machine (ctx lane)
ctx.anim_state_machine gets-or-creates the AnimationTree, wires it to the found (or given) AnimationPlayer, builds the AnimationNodeStateMachine, and sets active = true:
func run(ctx):var character = ctx.find("Goblin")var tree = ctx.anim_state_machine(character, {"states": {"idle": "idle", "walk": "walk", "run": "run"},"transitions": [["idle", "walk", {"blend_s": 0.2}],["walk", "idle", {"blend_s": 0.2}],["walk", "run", {"blend_s": 0.15}],["run", "walk", {"blend_s": 0.15}],],"start": "idle",})if tree == null:return # the report names the failure — read itctx.report("tree", str(tree.get_path()))
State names are yours; clip names must be the exact strings from Step 1. An unknown clip name produces a report entry listing the player's actual clips — never silent. Fix the spelling from that list; do not guess again.
Drive it from the controller script (host-edits the .gd):
@onready var tree: AnimationTree = $AnimationTree@onready var sm: AnimationNodeStateMachinePlayback = tree["parameters/playback"]func _physics_process(_delta: float) -> void:var speed := Vector2(velocity.x, velocity.z).length()if speed < 0.1: sm.travel("idle")elif speed < 4.0: sm.travel("walk")else: sm.travel("run")
Thresholded travel() is the discrete backbone. When the user wants a continuous speed blend or attack/hit overlays, extend the tree per animation-tree — those node types are beyond the anim_state_machine spec dict.
Step 3 — Method tracks: footsteps and attack frames
Gameplay events that must land on an animation frame (footstep audio at heel-strike, damage at the blade's contact frame) belong in a method-call track, not a timer:
func run(ctx):var character = ctx.find("Goblin")ctx.animate_method(character, [[0.32, "play_footstep", []],[0.84, "play_footstep", []],], "walk_events", true) # loop matches the walk clip's loopctx.animate_method(character, [[0.45, "deal_attack_damage", [25]],], "attack_events")
The methods must exist on the target node's script — write them there first and check with summer_get_script_errors. Play the event clip alongside its motion clip (same timings) from the same tree. Method tracks fire during playback in the running game; a successful script result proves the track exists, not that the method fires — verification is a playtest where the footstep actually sounds.
Step 4 — Still poses and head tracking
A corpse over a railing, a statue mid-swing, a mannequin — edit-time poses, no clip needed:
func run(ctx):var skel = ctx.find("Goblin").find_children("*", "Skeleton3D", true, false)[0]if not ctx.bone_pose(skel, "RightArm", {"rotation": Quaternion(Vector3.FORWARD, 1.2)}):return # false -> the report lists the skeleton's real bone names (capped 64)ctx.bone_pose(skel, "Head", {"rotation": Quaternion(Vector3.RIGHT, -0.4)})
Head tracking — one call creates the owned LookAtModifier3D under the skeleton:
var mod = ctx.look_at_modifier(skel, ctx.find("Player"), {"bone_name": "Head"})
Unknown props land in prop_warnings — read them. Angle limits, influence fade-out by distance, and spine-chain distribution are the difference between alive and possessed: tune per procedural-animation (A1/A2).
Step 5 — Facial keys via blend shapes
animate() accepts "blend_shapes/<name>" property paths (value tracks, weights 0..1) against the MeshInstance3D that owns the shapes — names come from Step 1's report:
func run(ctx):var head = ctx.find("Goblin").find_children("*", "MeshInstance3D", true, false)[0]ctx.animate(head, "blend_shapes/jawOpen", [{"time": 0.0, "value": 0.0, "interpolation": "linear"},{"time": 0.15, "value": 1.0},{"time": 0.4, "value": 0.0},], "roar")ctx.animate(head, "blend_shapes/browDown_L", [[0.0, 0.0], [0.2, 1.0]], "roar") # same clip — track appended
That is the mechanism; a full audio-synced viseme timeline is facial-and-lipsync. Bone-track keyframes work the same way through animate() v2 — ctx.animate(character, "Skeleton3D:Head/rotation", keys, "nod") creates a proper bone rotation track (the helper owns the quaternion conversion; never hand-build quaternion tracks).
Step 6 — Root motion
Meshy/mocap locomotion clips translate the root bone forward (Meshy run moves ~5m per cycle). Two valid setups — pick one, never both:
- In-place movement (default): code drives
velocity, the clip should NOT translate the root. If the character lunges forward and snaps back every loop, the clip has baked root translation — strip it or switch to setup 2. - Root motion: the clip drives movement. Requires, on the AnimationTree:
root_motion_trackset to the root bone's track path (e.g."Skeleton3D:Hips"— the skeleton node path from Step 1, colon, the root bone name), then in_physics_processapplytree.get_root_motion_position()/get_root_motion_rotation()to the CharacterBody3D instead of input-driven velocity. ARootMotionViewnode visualizes the extracted motion in the editor (editor-only helper; it is invisible in the shipped game).
Symptoms map: sliding feet = setup 1 with speed thresholds mismatched to the clip's stride; lunge-and-snap = baked root translation under setup 1; character animates but never moves = setup 2 without the get_root_motion_* application code.
Root motion CANNOT be judged from the editor state. Playtest it: summer_play, then summer_get_runtime_tree + summer_inspect_runtime_node on the character — its live global_position must advance while walking — plus summer_screenshot target:"game" for the pixels. Claim only what those reads show.
Raw lane — the same wiring on older engines
Every class above is script-bound; ctx.anim_state_machine is convenience, not capability. The raw locomotion wiring:
func run(ctx):var character = ctx.get_scene_root().find_child("Goblin", true, false)var player: AnimationPlayer = character.find_children("*", "AnimationPlayer", true, false)[0]var sm := AnimationNodeStateMachine.new()for clip in ["idle", "walk", "run"]: # exact names from Step 1var anim_node := AnimationNodeAnimation.new()anim_node.animation = clipsm.add_node(clip, anim_node)for pair in [["idle", "walk", 0.2], ["walk", "idle", 0.2], ["walk", "run", 0.15], ["run", "walk", 0.15]]:var t := AnimationNodeStateMachineTransition.new() # one resource PER transitiont.xfade_time = pair[2]sm.add_transition(pair[0], pair[1], t)var tree := AnimationTree.new()tree.name = "AnimationTree"character.add_child(tree)ctx.set_owner_recursive(tree) # BEFORE save, or it vanishestree.anim_player = tree.get_path_to(player) # relative NodePathtree.tree_root = smtree.active = truectx.report("tree", str(tree.get_path()))
Method tracks raw: anim.add_track(Animation.TYPE_METHOD) + track_set_path(idx, path_to_node) + track_insert_key(idx, t, {"method": "play_footstep", "args": []}), then player.get_animation_library("").add_animation(name, anim) (get-or-create the library — add_animation_library("", AnimationLibrary.new()) when missing; this library step is the one agents get wrong). Still poses raw: skel.set_bone_pose_rotation(skel.find_bone("Head"), quat). Verify unfamiliar members with summer_api_docs first — never guess.
The verification loop (every step)
summer_world_snapshotbefore; keep thesnapshot_id.- Run the script; read
errors,reports,prop_warnings,rolled_back. summer_snapshot_diff from_id:<id>— exactly the nodes you meant (AnimationTree added, nothing vanished).summer_save_scene, then behavior:summer_play→summer_get_runtime_tree/summer_inspect_runtime_nodefor live state,summer_screenshot target:"game"for pixels →summer_stop.- Claim only what the capture and the runtime reads show. "The script succeeded" is not "the character walks." Full discipline:
verifying-scenes.
Red Flags — STOP
| Red flag | Reality | |
|---|---|---|
| Wiring clip names you never read from the engine | Step 1 exists because imports rename things. Inspect, then quote. | |
find_children(...) returns nothing inside the instance | You left owned at its default true. Instance internals are unowned — pass false. | |
Retrying anim_state_machine with another guessed clip name | The failure report lists the player's actual clips. Use one of those. | |
| Timer-based footsteps/damage synced "by eye" | Method tracks are frame-accurate and survive clip retimes. | |
set_bone_pose_* every frame from _process for tracking | That fights the tree. Runtime tracking is look_at_modifier / modifiers; bone_pose is for edit-time stills. | |
| Root motion AND input velocity applied together | Double movement. Pick one lane (Step 6). | |
Raw lane: add_child without ctx.set_owner_recursive(tree) | The saved scene silently loses the AnimationTree. | |
| "Locomotion works" without a playtest | Run it. Read the runtime tree. Look at the frame. Silence is not evidence. |
Handoff
- Blend spaces, OneShot attacks/hit-reacts, upper-body filters —
animation-tree. - Foot IK, additive lean, ragdoll —
procedural-animation. - Audio-synced lipsync on the blend shapes —
facial-and-lipsync. - Clips missing or on the wrong rig —
generate-motion,retarget. - NPC behavior deciding when to travel/fire states —
design-npc.
See also
scene-scripting— the ctx stdlib contract, owner rules, budgets, undo/rollback.verifying-scenes— snapshot/diff/screenshot/runtime-read discipline this skill leans on.
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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.
| In this skill | Command | |
|---|---|---|
assets.generate_3d | summer assets generate-3d | |
assets.generate_motion | summer assets generate-motion | |
summer_api_docs | summer docs engine-api | |
summer_get_runtime_tree | summer engine get-runtime-tree | |
summer_get_scene_tree | summer engine get-scene-tree | |
summer_get_script_errors | summer engine get-script-errors | |
summer_inspect_node | summer engine inspect-node | |
summer_inspect_runtime_node | summer engine inspect-runtime-node | |
summer_play | summer engine play | |
summer_run_script | summer engine run-script | |
summer_save_scene | summer engine save-scene | |
summer_screenshot | summer engine screenshot | |
summer_snapshot_diff | summer engine snapshot-diff | |
summer_stop | summer engine stop | |
summer_world_snapshot | summer engine world-snapshot |
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