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48 coordinated Claude Code subagents for indie game development: - 3 leadership agents (creative-director, technical-director, producer) - 10 department leads (game-designer, lead-programmer, art-director, etc.) - 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.) - 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists) Infrastructure: - 34 skills (slash commands) for workflows, reviews, and team orchestration - 8 hooks for commit validation, asset checks, session management - 11 path-scoped rules enforcing domain-specific standards - 28 templates for design docs, reports, and collaborative protocols Key features: - User-driven collaboration protocol (Question → Options → Decision → Draft → Approval) - Engine version awareness with knowledge-gap detection (Godot 4.6 pinned) - Phase gate system for development milestone validation - CLAUDE.md kept under 80 lines with extracted doc imports Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2.5 KiB
2.5 KiB
Godot Animation — Quick Reference
Last verified: 2026-02-12 | Engine: Godot 4.6
What Changed Since ~4.3 (LLM Cutoff)
4.6 Changes
- IK system fully restored: Complete inverse kinematics for 3D skeletons
- CCDIK, FABRIK, Jacobian IK, Spline IK, TwoBoneIK
- Applied via
SkeletonModifier3Dnodes (not the old IK approach)
- Animation editor QoL: Solo/hide/lock/delete for Bezier node groups; draggable timeline
4.5 Changes
- BoneConstraint3D: Bind bones to other bones with modifiers
AimModifier3D,CopyTransformModifier3D,ConvertTransformModifier3D
4.3 Changes (in training data)
- AnimationMixer: Base class for both AnimationPlayer and AnimationTree
method_call_mode→callback_mode_methodplayback_active→activebone_pose_updatedsignal →skeleton_updated
Skeleton3D.add_bone(): Now returnsint32(wasvoid)
Current API Patterns
AnimationPlayer (unchanged API, new base class)
@onready var anim_player: AnimationPlayer = %AnimationPlayer
func play_attack() -> void:
anim_player.play(&"attack")
await anim_player.animation_finished
IK Setup (4.6 — NEW)
# Add SkeletonModifier3D-based IK nodes as children of Skeleton3D
# Available types:
# - SkeletonModifier3D (base)
# - TwoBoneIK (arms, legs)
# - FABRIK (chains, tentacles)
# - CCDIK (tails, spines)
# - Jacobian IK (complex multi-joint)
# - Spline IK (along curves)
# Configure in editor or code:
# 1. Add IK modifier node as child of Skeleton3D
# 2. Set target bone and tip bone
# 3. Add a Marker3D as the IK target
# 4. IK solver runs automatically each frame
BoneConstraint3D (4.5 — NEW)
# Add as child of Skeleton3D
# Types:
# - AimModifier3D: Point bone at target
# - CopyTransformModifier3D: Mirror another bone's transform
# - ConvertTransformModifier3D: Remap transform values
AnimationTree (base class changed in 4.3)
# AnimationTree now extends AnimationMixer (not Node directly)
# Use AnimationMixer properties:
@onready var anim_tree: AnimationTree = %AnimationTree
func _ready() -> void:
anim_tree.active = true # NOT playback_active (deprecated 4.3)
Common Mistakes
- Using
playback_activeinstead ofactive(deprecated since 4.3) - Using
bone_pose_updatedsignal instead ofskeleton_updated(renamed in 4.3) - Using old IK approach instead of SkeletonModifier3D system (restored in 4.6)
- Not checking
is AnimationMixerwhen type-checking animation nodes