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animation_manage

Create and manage AnimationPlayer clips with property/method tracks, autoplay, validation, and one-call presets for fade, slide, shake, and pulse animations.

Instructions

AnimationPlayer authoring (player, tracks, autoplay, presets, playback).

Ops: • player_create(parent_path, name="AnimationPlayer") Create an AnimationPlayer with empty default library. • delete(player_path, animation_name) Delete an animation clip from the default library. Undoable. • validate(player_path, animation_name) Check all track paths resolve. Returns broken_count + per-track issues. • add_property_track(player_path, animation_name, track_path, keyframes, interpolation="linear") Add a property track. track_path: "NodeName:property". keyframes: [{time, value, transition?}, ...]. interpolation: linear|nearest|cubic. • add_method_track(player_path, animation_name, target_node_path, keyframes) Add a method track. keyframes: [{time, method, args?}, ...]. • set_autoplay(player_path, animation_name="") Set autoplay. Empty animation_name clears. • play(player_path, animation_name="") Editor preview. Not saved with scene. • stop(player_path) Stop editor preview. Not saved with scene. • list(player_path) List animations with length, loop_mode, track_count. • get(player_path, animation_name) Inspect a clip's tracks and keyframes in detail. • create_simple(player_path, name, tweens, length=None, loop_mode="none", overwrite=False) High-level: build a multi-track clip from tween specs in one call. tweens: [{target, property, from, to, duration, delay?, transition?}]. • preset_fade(player_path, target_path, mode="in", duration=0.5, animation_name="", overwrite=False) One-call fade-in/out (modulate.a). • preset_slide(player_path, target_path, direction="left", mode="in", distance=None, duration=0.4, animation_name="", overwrite=False) One-call slide-in/out (position). • preset_shake(player_path, target_path, intensity=None, duration=0.3, frequency=30.0, seed=0, animation_name="", overwrite=False) One-call shake (jittered position). • preset_pulse(player_path, target_path, from_scale=1.0, to_scale=1.1, duration=0.4, animation_name="", overwrite=False) One-call pulse / hover-bounce (3-keyframe scale ping-pong).

Preset target_path: accepts either a scene-absolute path (e.g. "/Main/World/Cube", matching every other scene tool) or a path relative to the AnimationPlayer's root_node (e.g. "World/Cube", matching how Animation tracks store node paths). Scene-absolute targets outside the player's root_node subtree are converted to a ..-prefixed track path via root_node.get_path_to(target), the same shape the relative form already accepts.

Canonical call shape: {"op": "<verb>", "params": {...}}. Flat op parameters are accepted as a compatibility alias when the client transmits them; op and session_id remain top-level.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
opYes
paramsNo
session_idNo

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Schema Changelog

Changes observed during successful MCP inspections.

  1. Changed1 schema field changedv5.0.14
    • changedInput schema / properties / op / enum
      Previous value: -[
      -  "add_method_track",
      -  "add_property_track",
      -  "create_simple",
      -  "delete",
      -  "get",
      -  "list",
      -  "play",
      -  "player_create",
      -  "preset_bounce",
      -  "preset_fade",
      -  "preset_pulse",
      -  "preset_shake",
      -  "preset_slide",
      -  "preset_spin",
      -  "set_autoplay",
      -  "stop",
      -  "validate"
      -]New value: +[
      +  "add_method_track",
      +  "add_property_track",
      +  "create_animated_sprite",
      +  "create_simple",
      +  "create_spritesheet_animation",
      +  "create_spritesheet_track",
      +  "delete",
      +  "get",
      +  "list",
      +  "play",
      +  "player_create",
      +  "preset_bounce",
      +  "preset_fade",
      +  "preset_pulse",
      +  "preset_shake",
      +  "preset_slide",
      +  "preset_spin",
      +  "scaffold_locomotion_tree",
      +  "scaffold_state_machine",
      +  "set_autoplay",
      +  "stop",
      +  "validate"
      +]
  2. First observedv4.1.0

TDQS

A4.2/5.0
Behavior5/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

With no annotations provided, the description carries the full disclosure burden, and it does this well: it notes that delete is undoable, play/stop are editor previews not saved with the scene, set_autoplay with an empty name clears, validate returns broken_count plus per-track issues, and list returns specific fields. It also explains the target_path resolution behavior for presets, which materially changes observable behavior.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is long, but every line carries specification value: concise per-operation signatures, parameter syntax rules, and the canonical message shape. The first sentence summarizes scope, and the bullet structure makes many operations scannable without repeated boilerplate.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness3/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a multi-operation tool with a generic schema, the description covers most operations in detail and even includes return summaries for list and validate. However, it omits seven operations that appear in the schema enum, including sprite-related operations and scaffolding operations, so an agent cannot correctly invoke those without additional information. This is a clear gap for a tool this complex.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters4/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema coverage is 0%, so the description must compensate, and it largely does: each operation includes a signature with defaults and concise parameter format notes, including track_path syntax, keyframe object shape, interpolation values, tween specs, and preset arguments. It is not a 5 because several operations in the schema enum (e.g., create_spritesheet_track, preset_bounce, scaffold_state_machine) are entirely absent from the description, leaving their parameters undefined.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description opens with 'AnimationPlayer authoring' and enumerates a detailed set of operations, so an agent can identify the tool's domain and core resource. However, it does not explicitly differentiate itself from the sibling tool 'animation_create', leaving some ambiguity about which animation tool should be chosen for a given task.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines4/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

The description clearly states the scope ('AnimationPlayer authoring') and provides a canonical call shape, but it never explicitly states when to prefer this tool over sibling tools like animation_create, nor does it list exclusions. This is clear context without alternative guidance, matching the 4 level.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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