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Animation Manage

animation_manage

Create, edit, validate, and preview Godot animations via AnimationPlayer: add property/method tracks, set autoplay, use presets, and manage playback.

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

TDQS

A4.3/5.0
Behavior4/5

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

With no annotations, the description carries the full burden. It discloses important behaviors: delete is undoable, play/stop are not saved with the scene, presets accept two path forms and convert scene-absolute paths via get_path_to, and the canonical call shape with op/session_id is explained. It also notes that parameters can be flat as a compatibility alias. This is substantial behavioral detail, though it does not cover every side effect (e.g., whether operations require the editor to be running).

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?

The description is long but efficiently organized: a one-line purpose, a bulleted list of ops with parameter signatures and brief explanations, and a final paragraph on path handling and call shape. The front-loaded purpose and the clear op list make it scannable. It could be trimmed slightly, but every sentence earns its place given the 15 operations.

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 comprehensive for a complex tool with 15 operations. It covers parameter details, behaviors, path conventions, and call format. An output schema exists (though not shown), so return values are presumably handled there. Nothing critical for an agent to correctly invoke the tool appears missing.

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

Parameters5/5

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

The schema only defines op, params (a freeform object), and session_id, with 0% coverage of actual parameters. The description compensates fully by documenting every operation's parameters, defaults, types, and semantics (e.g., keyframes format, interpolation values, tween specs). This is a textbook example of the description carrying the parameter documentation load when the schema is opaque.

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 explicitly states 'AnimationPlayer authoring (player, tracks, autoplay, presets, playback)' and enumerates a comprehensive list of operations. Each op is a clear verb+resource (e.g., 'player_create', 'add_property_track'), and the high-level scope distinguishes it from sibling tools like animation_create, which is more basic creation. It leaves no ambiguity about what the tool does.

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

Usage Guidelines3/5

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

The description does not explicitly say when to use this tool versus alternatives like animation_create or other manage tools. It does provide context on path handling ('matching every other scene tool') and mentions that play/stop are editor previews not saved, which gives some usage nuance. However, it lacks explicit when-not-to-use guidance or cross-references to specific siblings.

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