
Bevy Animation
Bevy ECS skill for animation playback.
Install
npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill bevy-animation -g -a claude-code -y- Repository
- thedivergentai/Game-Dev-Agentic-Skills917
- Category
- Design
- Updated
- 19d ago
- License
- LGPL-3.0
- Context cost
- Mediumabout 1,946 tokens
- Runs scripts
- No, instructions only
What it does
Bevy ECS skill for animation playback. Keywords: Bevy, AnimationPlayer, AnimationClip, AnimationPlugin, animate_targets.
Bevy animation playback
When to use
Load this when an entity should play an AnimationClip. Blend graphs belong on bevy-animation-graph. 2D sprite specifics belong on bevy-2d-animation.
ECS shape
- Components:
AnimationPlayercontrols playback.AnimatedBylinks a target entity to the player entity.AnimationTargetIdselects which curves apply. - Assets:
AnimationClipholdsVariableCurveentries. - Systems:
advance_animationsadvances time.animate_targetswrites the curves.AnimationPluginadds animation support. - Events:
AnimationEventcan be triggered from a clip. Check the animation docs for observer wiring beyond the trait name.
Playback pieces
| Need | Bevy idiom |
|---|---|
| Who advances time | AnimationPlayer on an entity |
| Clip asset | AnimationClip inside an AnimationGraph node |
| Which bone or field | AnimationTargetId plus AnimatedBy |
| Repeat | ActiveAnimation::repeat, which sets RepeatAnimation::Forever |
Examples
[dependencies]
bevy = "0.20"
AnimationPlayer::play takes an AnimationNodeIndex from an AnimationGraph, not a clip handle. AnimationGraph::from_clip builds that one-node graph. AnimatedBy points the target at the player entity. AnimationTargetId::from_name selects the curves for that name.
use bevy::animation::{AnimatedBy, AnimationTargetId};
#[derive(Resource)]
struct WalkNode(AnimationNodeIndex);


