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Tween Animation

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jame581
tween-animation

Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes

Overview

Publisherjame581
RepositoryGodotPrompter
Skill nametween-animation
Stars
808
Forks
47
Bundled files
4
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 4 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by jame581 on GitHub. Read the source before you install it.

Installation

Install the Tween Animation AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/jame581/GodotPrompter/tree/master/skills/tween-animation
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/jame581/GodotPrompter.git /tmp/GodotPrompter
mkdir -p .claude/skills
cp -r /tmp/GodotPrompter/skills/tween-animation .claude/skills/tween-animation
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Tween Animation in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Tween Animation on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Tween Animation is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Tweens in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.

Related skills: animation-system for AnimationPlayer/AnimationTree (keyframe-based), godot-ui for UI transitions, shader-basics for tweening shader parameters, camera-system for camera shake and transitions, math-essentials for easing curves and interpolation math, particles-vfx for code-driven VFX timing and sequencing.


1. Core Concepts

Tween vs AnimationPlayer

FeatureTween (code-driven)AnimationPlayer (data-driven)
SetupCode only — no editor neededAnimation panel with keyframes
Best forProcedural motion, UI transitions, VFXComplex multi-track, artist-driven clips
ReusabilityRecreated per use — lightweightSaved as resources, reusable across scenes
BlendingNo — one tween per property at a timeYes — AnimationTree supports blending
Method callstween_callback() at any pointCall Method tracks at keyframed times

Rule of thumb: Use Tweens for one-off procedural animations (fade in, bounce, slide). Use AnimationPlayer for repeating, artist-tuned animations (walk cycle, attack sequence).

Creating a Tween

Tweens are created from any Node and auto-bind to it. When the node is freed, the tween stops automatically.

gdscript
# Creates a tween bound to this node
var tween := create_tween()
tween.tween_property(self, "position", Vector2(400, 300), 1.0)
csharp
var tween = CreateTween();
tween.TweenProperty(this, "position", new Vector2(400, 300), 1.0f);

Important: Each call to create_tween() creates a new tween. Previous tweens on the same property are not automatically killed — they compete. Kill old tweens before creating new ones on the same property if you don't want conflicts.


2. Tweener Types

tween_property() — Animate any property

gdscript
var tween := create_tween()
# Animate position over 0.5 seconds
tween.tween_property($Sprite2D, "position", Vector2(200, 100), 0.5)
# Animate modulate alpha (fade out)
tween.tween_property($Sprite2D, "modulate:a", 0.0, 0.3)
csharp
var tween = CreateTween();
tween.TweenProperty(GetNode("Sprite2D"), "position", new Vector2(200, 100), 0.5);
tween.TweenProperty(GetNode("Sprite2D"), "modulate:a", 0.0f, 0.3);

Sub-property access: Use : to target individual components — "position:x", "modulate:a", "scale:y".

tween_callback() — Call a method at a point in the sequence

gdscript
var tween := create_tween()
tween.tween_property(self, "position", Vector2.ZERO, 0.5)
tween.tween_callback(func(): print("Arrived!"))
tween.tween_callback(queue_free)
csharp
var tween = CreateTween();
tween.TweenProperty(this, "position", Vector2.Zero, 0.5f);
tween.TweenCallback(Callable.From(() => GD.Print("Arrived!")));
tween.TweenCallback(Callable.From(QueueFree));

tween_interval() — Wait/delay between steps

gdscript
var tween := create_tween()
tween.tween_property(self, "modulate:a", 0.0, 0.3)  # fade out
tween.tween_interval(1.0)                             # wait 1 second
tween.tween_property(self, "modulate:a", 1.0, 0.3)  # fade back in
csharp
var tween = CreateTween();
tween.TweenProperty(this, "modulate:a", 0.0f, 0.3);
tween.TweenInterval(1.0f);
tween.TweenProperty(this, "modulate:a", 1.0f, 0.3);

tween_method() — Animate a custom method with interpolated values

gdscript
# Animate a method that receives interpolated float values
func _ready() -> void:
    var tween := create_tween()
    tween.tween_method(_set_health_bar, 100.0, 0.0, 2.0)

func _set_health_bar(value: float) -> void:
    $HealthBar.value = value
    $HealthLabel.text = "%d%%" % int(value)
csharp
public override void _Ready()
{
    var tween = CreateTween();
    tween.TweenMethod(Callable.From<float>(SetHealthBar), 100.0f, 0.0f, 2.0f);
}

private void SetHealthBar(float value)
{
    GetNode<ProgressBar>("HealthBar").Value = value;
    GetNode<Label>("HealthLabel").Text = $"{(int)value}%";
}

3. Sequencing — Chain vs Parallel

Sequential (Default)

By default, tweeners run sequentially — each waits for the previous to finish.

gdscript
var tween := create_tween()
tween.tween_property(self, "position:x", 300.0, 0.5)   # Step 1
tween.tween_property(self, "position:y", 200.0, 0.5)   # Step 2 (after Step 1)
tween.tween_property(self, "rotation", PI, 0.3)         # Step 3 (after Step 2)

Parallel — Run tweeners simultaneously

Option 1: set_parallel(true) — All tweeners run at once
gdscript
var tween := create_tween().set_parallel(true)
tween.tween_property(self, "position", Vector2(300, 200), 0.5)
tween.tween_property(self, "rotation", PI, 0.5)
tween.tween_property(self, "modulate:a", 0.5, 0.5)
csharp
var tween = CreateTween().SetParallel(true);
tween.TweenProperty(this, "position", new Vector2(300, 200), 0.5f);
tween.TweenProperty(this, "rotation", Mathf.Pi, 0.5f);
tween.TweenProperty(this, "modulate:a", 0.5f, 0.5f);
Option 2: chain() — Switch back to sequential mid-tween
gdscript
var tween := create_tween().set_parallel(true)
# These two run at the same time
tween.tween_property(self, "position", Vector2(300, 200), 0.5)
tween.tween_property(self, "scale", Vector2(2, 2), 0.5)
# Switch back to sequential for the next step
tween.chain().tween_property(self, "modulate:a", 0.0, 0.3)
tween.tween_callback(queue_free)
csharp
var tween = CreateTween().SetParallel(true);
tween.TweenProperty(this, "position", new Vector2(300, 200), 0.5f);
tween.TweenProperty(this, "scale", new Vector2(2, 2), 0.5f);
tween.Chain().TweenProperty(this, "modulate:a", 0.0f, 0.3f);
tween.TweenCallback(Callable.From(QueueFree));
Option 3: parallel() — Make the next tweener parallel with the previous
gdscript
var tween := create_tween()
tween.tween_property(self, "position", Vector2(300, 200), 0.5)
# This runs at the same time as position, not after
tween.parallel().tween_property(self, "rotation", PI, 0.5)
# This runs after both finish (back to sequential)
tween.tween_callback(func(): print("done"))

4. Easing & Transitions

Setting Easing

gdscript
var tween := create_tween()
# Set defaults for the entire tween
tween.set_trans(Tween.TRANS_CUBIC).set_ease(Tween.EASE_OUT)
tween.tween_property(self, "position", Vector2(400, 300), 0.6)
csharp
var tween = CreateTween();
tween.SetTrans(Tween.TransitionType.Cubic).SetEase(Tween.EaseType.Out);
tween.TweenProperty(this, "position", new Vector2(400, 300), 0.6f);

Per-Tweener Override

gdscript
var tween := create_tween()
# This tweener uses bounce, overriding the tween default
tween.tween_property(self, "position:y", 0.0, 0.5) \
    .set_trans(Tween.TRANS_BOUNCE).set_ease(Tween.EASE_OUT)
csharp
var tween = CreateTween();
tween.TweenProperty(this, "position:y", 0.0f, 0.5f)
    .SetTrans(Tween.TransitionType.Bounce)
    .SetEase(Tween.EaseType.Out);

Transition Types

TransitionCharacterCommon Use
TRANS_LINEARConstant speedProgress bars, timers
TRANS_SINEGentle accelerationSubtle UI animations
TRANS_QUADModerate curveGeneral movement
TRANS_CUBICSmooth curveMost UI transitions
TRANS_QUARTStrong curveDramatic entrances
TRANS_QUINTVery strong curveEmphasis effects
TRANS_EXPOExponential — sharp start/stopSnap-to-position
TRANS_CIRCCircular — smooth decelerationNatural motion
TRANS_BACKOvershoots target slightlyBouncy UI buttons
TRANS_ELASTICSpring oscillationPlayful/cartoon effects
TRANS_BOUNCEBounces at the endDropping objects, landing

Ease Types

EaseBehavior
EASE_INSlow start, fast end
EASE_OUTFast start, slow end (most natural)
EASE_IN_OUTSlow at both ends
EASE_OUT_INFast at both ends (rarely used)

Most common combo: TRANS_CUBIC + EASE_OUT for natural-feeling UI transitions. TRANS_BACK + EASE_OUT for playful bounce-in effects.


5. PropertyTweener Modifiers

Each tween_property() call returns a PropertyTweener you can chain modifiers on: .from(value) for a custom start, .from_current() to capture current value, .as_relative() to add (not replace), .set_delay(seconds) to delay this tweener's start.

See references/property-tweener-modifiers.md for full code examples of each modifier.


6. Looping and Signals

tween.set_loops(N) repeats N times (0 = infinite). Signals: finished (whole tween done), step_finished(idx) (one step done), loop_finished(loop_count) (one full cycle done).

See references/looping-and-signals.md for loop-count semantics and signal wiring.


7. Tween Lifecycle

Tweens are owned by their host SceneTree. Kill running tweens with tween.kill() before starting a new one to avoid stacking. Use set_pause_mode, set_speed_scale, set_ignore_time_scale for runtime control.

See references/lifecycle.md for kill/replace patterns, pause modes, speed scale, ignore-time-scale.

has_tweeners() (Godot 4.7+)

Tween.has_tweeners() (const) returns true if any Tweener has been added to the tween and the tween is valid — useful when tweeners are appended dynamically and the tween can end up empty. Killing an empty tween before it starts prevents errors.

gdscript
var tween := create_tween()
_add_intro_steps(tween)  # may append zero tweeners
if not tween.has_tweeners():
    tween.kill()
csharp
var tween = CreateTween();
AddIntroSteps(tween); // may append zero tweeners
if (!tween.HasTweeners())
    tween.Kill();

8. Common Recipes

The patterns most projects need: fade in/out, UI panel slide in/out, button press bounce, damage number popup, pulsing/breathing effect, screen shake, shader parameter animation.

See references/common-recipes.md for ready-to-use code for each recipe.


9. Common Pitfalls

SymptomCauseFix
Tween jumps or jittersMultiple tweens competing on the same propertyKill the old tween before creating a new one
Tween does nothingNode was freed before tween finishedCheck is_valid() or use tween_callback instead of await
Tween runs during pauseDefault pause mode doesn't match expectationSet set_pause_mode(TWEEN_PAUSE_PROCESS) for pause-immune tweens
from() value ignoredCalled after set_parallel() changed orderingCall from() directly on the PropertyTweener, not on the Tween
Tween doesn't loop smoothlyEnd value doesn't match start for seamless loopUse as_relative() for rotation, or match start/end values
Relative tween drifts over loopsas_relative() accumulates each loopUse absolute values for looping; relative for one-shot moves
Callback fires at wrong timeCallback added to parallel sectionUse chain() to switch back to sequential before the callback
Tween property path not foundTypo or wrong path formatUse "property:component" — e.g., "position:x", "modulate:a"
Tween faster/slower than expectedEngine.time_scale affects tweenUse set_ignore_time_scale() for UI tweens during slow-mo

10. Implementation Checklist

  • Old tweens are killed before creating new ones on the same property
  • Tween references are stored in variables when they need to be killed later
  • Easing is set (TRANS_CUBIC + EASE_OUT for natural motion, not default TRANS_LINEAR)
  • set_parallel(true) is used when multiple properties should animate simultaneously
  • chain() is used to switch back to sequential after parallel sections
  • from() or from_current() is used when the start value matters (not just the end value)
  • as_relative() is used for incremental movement instead of computing absolute targets
  • Looping tweens use set_loops() — not manual recreation
  • Tweens that must run during pause use set_pause_mode(TWEEN_PAUSE_PROCESS)
  • tween_callback(queue_free) is used at the end of fire-and-forget sequences (damage numbers, particles)

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Tween Animation AI skill do?

Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes

Why use Tween Animation on TypingMind?

Because you install it once and use it with any model. Tween Animation is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Tween Animation in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/jame581/GodotPrompter/tree/master/skills/tween-animation. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Tween Animation?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Tween Animation?

As many as you like. As long as a model supports skills, you can use Tween Animation with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Tween Animation AI skill free?

Yes. It is published on GitHub by jame581 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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