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Animation Create

animation_create

Create a new animation clip in an AnimationPlayer's library, auto-creating the player if missing. Set name, duration, loop mode, and overwrite option.

Instructions

Create a new Animation clip inside an AnimationPlayer's default library.

After creating the clip, add tracks via animation_manage ops add_property_track / add_method_track / create_simple. Track node paths are stored relative to the AnimationPlayer's root_node (default: its parent), not to the scene root — see animation_manage preset ops for a forgiving target_path that accepts either form. If player_path doesn't resolve, an AnimationPlayer is auto-created at that path (parent must exist).

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nameYesAnimation clip name (e.g. "idle", "pulse").
lengthYesDuration in seconds.
loop_modeNo"none" (default) | "linear" | "pingpong".none
overwriteNoReplace an existing animation with the same name.
session_idNoOptional Godot session to target. Empty = active session.
player_pathYesScene path to the AnimationPlayer node.

Output Schema

TableJSON Schema
NameRequiredDescriptionDefault

No arguments

Schema Changelog

Changes observed during successful MCP inspections.

  1. Addedv3.1.4
  2. Removedv3.0.7
  3. First observedv2.9.1

TDQS

A4.5/5.0
Behavior4/5

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

With no annotations, the description carries the behavioral disclosure burden. It reveals important side effects and constraints: auto-creation of the AnimationPlayer if player_path does not resolve, the parent must exist, and track paths are relative to root_node rather than scene root. It does not describe every edge case, but covers the most consequential behaviors.

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 compact and front-loaded with the core purpose. Each sentence adds useful operational context: next steps, path semantics, and auto-creation behavior. There is no filler or repetition of schema-visible parameter documentation.

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

Completeness5/5

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

The description is complete for a creation tool with an output schema. It covers what is created, how to proceed with tracks, important path semantics, and the auto-creation fallback. The only omitted details, such as loop_mode behavior and overwrite handling, are already documented in the input schema.

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 100%, so the baseline is 3. The description adds meaningful context beyond the schema for player_path by explaining resolution failure, auto-creation, and the parent-exists requirement, which helps agents use the parameter more correctly.

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

Purpose5/5

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

The description opens with a specific verb and resource: 'Create a new Animation clip inside an AnimationPlayer's default library.' It clearly distinguishes this tool from animation_manage by stating that tracks are added afterward via animation_manage ops, so an agent can tell them apart.

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 gives clear sequential context: use this tool to create the clip, then use animation_manage ops to add property/method/simple tracks. It also points to animation_manage for forgiving target_path behavior, but it does not explicitly state when not to use this tool beyond that implied workflow.

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