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Godot MCP - Full Control
by cxb2523

game_create_animation

Creates an animation with defined tracks and keyframes on a Godot AnimationPlayer, letting you set length, loop mode, and library for the new animation.

Instructions

Create an animation with tracks and keyframes

Tool call template

Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.

{
  "id": 1,
  "jsonrpc": "2.0",
  "method": "tools/call",
  "params": {
    "arguments": {
      "nodePath": "<nodePath>",
      "animationName": "<animationName>"
    },
    "name": "game_create_animation"
  }
}

Input Schema

NameRequiredDescriptionDefault
lengthNoAnimation length in seconds. Default: 1.0
tracksNoArray of track definitions
libraryNoAnimation library name. Default: ""
loopModeNo0=none, 1=linear, 2=pingpong
nodePathYesPath to AnimationPlayer node
animationNameYesName for the new animation

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv3.1.0

TDQS

C2.9/5.0
Behavior2/5

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

With no annotations, the description carries the full behavioral burden and gives nothing: it does not say what happens if an animation with the same name already exists (overwrite vs error), whether the animation is persisted to disk or only lives in memory until the scene is saved, or what track definition objects require. For a mutation tool, these are significant omissions.

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

Conciseness4/5

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

A single short sentence that is front-loaded with the action and free of padding. It is efficient, though the terseness borders on under-specification rather than true conciseness.

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

Completeness2/5

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

A mutation tool with six parameters, an untyped nested track array, and no annotations should explain prerequisites, overwrite semantics, and track structure. The description covers none of this, leaving the agent under-equipped relative to the tool's complexity.

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

Parameters3/5

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

Schema description coverage is 100%, so every parameter is already documented in the schema, setting the baseline at 3. The description mentions 'tracks and keyframes' but adds no structural detail about the track object shape (items are untyped 'object'), and does not clarify how length interacts with supplied keyframe times.

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?

States a specific verb and resource ('Create an animation') and hints at the composition elements ('tracks and keyframes'). It does not distinguish itself from animation-related siblings such as game_play_animation, game_animation_tree, or game_animation_control, so an agent gets a clear purpose but no differentiation.

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

Usage Guidelines2/5

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

There is no guidance on when to use this versus game_play_animation or the animation tree/control tools, and no prerequisites noted. An agent must infer from the schema that an AnimationPlayer node at nodePath must already exist, which is a critical precondition left unstated.

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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