Spritecook Use Assets In Godot logo

Spritecook Use Assets In Godot

Organization
SpriteCook
spritecook-use-assets-in-godot

Godot workflow for SpriteCook assets. Use when the user wants to turn SpriteCook spritesheet PNGs, animation assets, or character animation runs into Godot SpriteFrames resources and AnimatedSprite2D/AnimatedSprite3D animation nodes. Covers both manual spritesheet-to-Godot setup and the optional SpriteCook MCP Godot export endpoint.

Overview

PublisherSpriteCook
Repositoryskills
Skill namespritecook-use-assets-in-godot
Stars
51
Forks
4
Bundled files
1
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.

  • 1 bundled files

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

  • Open source

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

Installation

Install the Spritecook Use Assets In Godot 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/SpriteCook/skills/tree/main/skills/spritecook-use-assets-in-godot
  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/SpriteCook/skills.git /tmp/skills
mkdir -p .claude/skills
cp -r /tmp/skills/skills/spritecook-use-assets-in-godot .claude/skills/spritecook-use-assets-in-godot
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Spritecook Use Assets In Godot 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 Spritecook Use Assets In Godot 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 Spritecook Use Assets In Godot 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.

SpriteCook Use Assets In Godot

Use this skill when moving existing SpriteCook assets into Godot. Pair it with spritecook-workflow-essentials for safe downloads and asset manifests. Pair it with spritecook-animate-assets only when animations still need to be generated first.

Prefer the manual path first: most agents can create the Godot animation resource directly from SpriteCook spritesheets, which gives more freedom and avoids extra MCP server work. Use the MCP export endpoint second when the user wants SpriteCook to return a packaged set of files.

Choose A Path

  1. Manual Godot setup, preferred: Use SpriteCook animation spritesheets plus metadata to create a Godot SpriteFrames resource and an AnimatedSprite2D node yourself.
  2. MCP packaged export: Call export_godot_character_package to get prebuilt text files and asset downloads, then materialize the returned manifest.

Manual AnimatedSprite2D Setup

Use this path when the agent has downloaded SpriteCook animation outputs, has explicit animation asset IDs, or can access spritesheet URLs and frame metadata. The goal is only to make the spritesheets usable as a Godot animation component, not to build gameplay, controllers, playground scenes, or complete demo levels unless the user explicitly asks for those.

Required per animation:

  • PNG spritesheet URL or local file.
  • Animation name such as idle, walk, attack, jump, fall, hurt, or death.
  • Frame width, frame height, frame count, and fps.
  • Loop behavior. Loop locomotion/idles; usually do not loop attack, hurt, or death.

Important: use the output spritesheet frame size, not the original source asset size. Detailed animations may return larger frames because SpriteCook adds margin, for example a 512x512 source can produce 640x640 frames.

File Layout

For a new package inside an existing Godot project, use a contained folder and avoid overwriting the user's existing scenes:

text
SpriteCook/
  assets/
    player_idle.png
    player_walk.png
    player_attack.png
    player_frames.tres

If the user already has a scene, add or update only the AnimatedSprite2D node and its sprite_frames reference.

Create SpriteFrames

Create a .tres SpriteFrames resource that references each spritesheet as a Texture2D ext_resource and creates one AtlasTexture sub_resource per frame.

For each frame i, use:

gdresource
region = Rect2(i * frame_width, 0, frame_width, frame_height)

The resource shape is:

gdresource
[gd_resource type="SpriteFrames" load_steps=<resource_count> format=3]

[ext_resource type="Texture2D" path="res://SpriteCook/assets/player_idle.png" id="idle_sheet"]

[sub_resource type="AtlasTexture" id="AtlasTexture_idle_0"]
atlas = ExtResource("idle_sheet")
region = Rect2(0, 0, 64, 64)

[resource]
animations = [{
"frames": [{"duration": 1.0, "texture": SubResource("AtlasTexture_idle_0")}],
"loop": true,
"name": &"idle",
"speed": 8.0
}]

Generate all frames, not only frame 0. If there are multiple animations, append each animation object to the animations array. Set speed to the SpriteCook animation_fps.

Add AnimatedSprite2D

Add an AnimatedSprite2D node to the target scene, or create a minimal scene containing only the animation node when no target scene exists:

gdscene
[gd_scene load_steps=2 format=3]

[ext_resource type="SpriteFrames" path="res://SpriteCook/assets/player_frames.tres" id="frames"]

[node name="AnimatedSprite2D" type="AnimatedSprite2D"]
sprite_frames = ExtResource("frames")
animation = &"idle"
autoplay = "idle"

If the user's scene already has a character/player node, attach the AnimatedSprite2D as a child and leave gameplay logic alone.

Manual Verification

  • Confirm every spritesheet path in .tres exists under res://.
  • Confirm frame_count * frame_width == spritesheet_width for horizontal sheets.
  • Confirm the target scene contains an AnimatedSprite2D and references the SpriteFrames resource.
  • Open the project in Godot 4.x and check for missing ext_resource warnings.
  • Preview the AnimatedSprite2D animations in Godot and verify frame slicing/playback.

MCP Packaged Export

Use this path when the user wants SpriteCook to return a complete package manifest, or when a completed character animation run_id is available and state inference from presets is useful. Even when using the endpoint, focus on the returned SpriteFrames/AnimatedSprite setup unless the user asks for demo scenes.

Call export_godot_character_package.

ParameterTypeDefaultDescription
run_idstringnullCompleted character animation run ID. Prefer this when available because SpriteCook can infer animation states from presets
animation_asset_idsstring[]nullExplicit animation asset IDs when no run ID is available
character_namestringnullOptional name used in export metadata
state_hints_by_asset_idobjectnullOptional mapping from asset ID to animation state

Valid state hints include Idle, Walk, Run, Jump, Fall, IdleDown, IdleUp, IdleRight, WalkDown, WalkUp, WalkRight, RunDown, RunUp, RunRight, Attack, Hurt, and Death.

The tool returns:

  • text_files: write each { path, content } exactly.
  • asset_downloads: download each signed url to its path.
  • main_scene: scene to open or run after Godot imports resources.
  • package_kind: character for a playable setup, or animation_preview for a single animation.

Do not assume the MCP server wrote files locally. The agent must create the returned files in the user's Godot project.

Example arguments:

json
{
  "animation_asset_ids": ["idle-id", "walk-id", "attack-id"],
  "character_name": "Player",
  "state_hints_by_asset_id": {
    "idle-id": "Idle",
    "walk-id": "Walk",
    "attack-id": "Attack"
  }
}

After materializing the package, use the same verification checklist as the manual path.

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 Spritecook Use Assets In Godot AI skill do?

Godot workflow for SpriteCook assets. Use when the user wants to turn SpriteCook spritesheet PNGs, animation assets, or character animation runs into Godot SpriteFrames resources and AnimatedSprite2D/AnimatedSprite3D animation nodes. Covers both manual spritesheet-to-Godot setup and the optional SpriteCook MCP Godot export endpoint.

Why use Spritecook Use Assets In Godot on TypingMind?

Because you install it once and use it with any model. Spritecook Use Assets In Godot 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 Spritecook Use Assets In Godot in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/SpriteCook/skills/tree/main/skills/spritecook-use-assets-in-godot. 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 Spritecook Use Assets In Godot?

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 Spritecook Use Assets In Godot?

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

Is the Spritecook Use Assets In Godot AI skill free?

Yes. It is published on GitHub by SpriteCook 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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