| name | animation-system |
| description | Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation |
Animation System in Godot 4.3+
All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
Related skills: state-machine for gameplay state management, player-controller for movement that drives animation, component-system for reusable animation components, 2d-essentials for TileMaps, parallax scrolling, 2D lights, and canvas layer organization, 3d-essentials for AnimationTree and 3D animation blending, shader-basics for shader-driven hit flash and dissolve effects, tween-animation for code-driven motion alongside keyframe animation.
1. Core Concepts
AnimationPlayer vs AnimationTree
| Node | Use For | Complexity | Notes |
|---|
AnimationPlayer | Simple playback, one-shot effects | Low | Play/stop/queue individual clips directly |
AnimationTree | Blending, transitions, layered animation | Medium-High | State machines and blend trees for smooth transitions |
Rule of thumb: Start with AnimationPlayer. Add AnimationTree when you need blending between animations (walk/run blend, directional movement, layered upper/lower body).
Animation Workflow
1. Create AnimationPlayer node → holds all animation clips
2. Add tracks in the Animation panel → keyframe properties, methods, audio
3. (Optional) Add AnimationTree → blend/transition logic
4. Trigger from code → play(), travel(), set parameters
2. AnimationPlayer Basics
Scene Structure
Character (CharacterBody2D)
├── Sprite2D
└── AnimationPlayer
AnimationPlayer can animate any property on any sibling or child node: sprite frames, modulate, position, rotation, scale, visibility, collision shape disabled state, method calls (Call Method track), audio playback (Audio Playback track).
GDScript — Basic Playback
extends CharacterBody2D
@onready var anim_player: AnimationPlayer = $AnimationPlayer
func _physics_process(delta: float) -> void:
var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
if input_dir != Vector2.ZERO:
velocity = input_dir * 200.0
anim_player.play("walk")
else:
velocity = Vector2.ZERO
anim_player.play("idle")
move_and_slide()
C# — Basic Playback
using Godot;
public partial class Character : CharacterBody2D
{
private AnimationPlayer _animPlayer;
public override void _Ready()
{
_animPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
}
public override void _PhysicsProcess(double delta)
{
Vector2 inputDir = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
if (inputDir != Vector2.Zero)
{
Velocity = inputDir * 200.0f;
_animPlayer.Play("walk");
}
else
{
Velocity = Vector2.Zero;
_animPlayer.Play("idle");
}
MoveAndSlide();
}
}
Calling play() with the same animation name while it's already playing does nothing (no restart). This is safe to call every frame.
Playback Control
anim_player.play("attack")
anim_player.play_backwards("attack")
anim_player.queue("idle") # play after current
anim_player.stop()
anim_player.pause()
anim_player.play() # resume from paused position
anim_player.speed_scale = 2.0
anim_player.seek(0.5)
_animPlayer.Play("attack");
_animPlayer.PlayBackwards("attack");
_animPlayer.Queue("idle");
_animPlayer.Stop();
_animPlayer.Pause();
_animPlayer.Play();
_animPlayer.SpeedScale = 2.0;
_animPlayer.Seek(0.5);
3. Animation Signals
func _ready() -> void:
anim_player.animation_finished.connect(_on_animation_finished)
func _on_animation_finished(anim_name: StringName) -> void:
match anim_name:
"attack":
anim_player.play("idle")
"death":
queue_free()
public override void _Ready()
{
_animPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
_animPlayer.AnimationFinished += OnAnimationFinished;
}
private void OnAnimationFinished(StringName animName)
{
if (animName == "attack")
_animPlayer.Play("idle");
else if (animName == "death")
QueueFree();
}
Method Call Tracks
Add a Call Method track to trigger game logic at exact animation frames (spawn projectile at frame 5, play SFX at impact frame, enable hitbox during swing). In the Animation panel: Add Track → Call Method Track → select target node → add keyframes → set method name and arguments.
func spawn_projectile() -> void:
var bullet := preload("res://scenes/bullet.tscn").instantiate()
get_parent().add_child(bullet)
bullet.global_position = $Muzzle.global_position
func enable_hitbox() -> void:
$HitboxArea/CollisionShape2D.disabled = false
4. Sprite Frame Animation
Two approaches for 2D character animation: AnimatedSprite2D (quick, frames-only) and AnimationPlayer + Sprite2D (full property animation). Pick AnimatedSprite2D for simple characters; AnimationPlayer when you also animate hitboxes, particles, sounds, or other properties in sync.
See references/sprite-animation.md for the full GDScript and C# example (a CharacterBody2D walking with AnimatedSprite2D driven by Input.get_vector and flip_h).
Ping-Pong Playback (Godot 4.7+)
SpriteFrames gains a LoopMode enum — LOOP_NONE = 0, LOOP_LINEAR = 1, LOOP_PINGPONG = 2 — set per animation with set_animation_loop_mode(anim, loop_mode) and read back with get_animation_loop_mode(anim). The old bool set_animation_loop() / get_animation_loop() are deprecated. Ping-pong alternates direction each time the animation reaches the end or start, and works with both AnimatedSprite2D and AnimatedSprite3D.
var frames: SpriteFrames = $AnimatedSprite2D.sprite_frames
frames.set_animation_loop_mode(&"sway", SpriteFrames.LOOP_PINGPONG)
var frames = GetNode<AnimatedSprite2D>("AnimatedSprite2D").SpriteFrames;
frames.SetAnimationLoopMode("sway", SpriteFrames.LoopMode.Pingpong);
5. AnimationTree — Canonical State Machine
Scene Structure
Character (CharacterBody2D)
├── Sprite2D
├── AnimationPlayer ← holds all clips
└── AnimationTree ← controls blending/transitions
(tree_root = AnimationNodeStateMachine or AnimationNodeBlendTree)
Setup: Add AnimationTree as a sibling of AnimationPlayer. Set anim_player to point at the AnimationPlayer. Set active = true. Choose a root: AnimationNodeStateMachine (discrete states with transitions) or AnimationNodeBlendTree (continuous blending).
State Machine Playback
The canonical pattern: cache AnimationNodeStateMachinePlayback from anim_tree["parameters/playback"], call travel("state") from gameplay code (travel() transitions smoothly; start() switches immediately), and query the active state with get_current_node().
See references/state-machine-examples.md for the full GDScript and C# CharacterBody2D example.
Blend Trees — BlendSpace1D / BlendSpace2D
For continuous blending (walk↔run on a speed parameter; 4/8-directional movement on a 2D vector). Set the root to AnimationNodeBlendTree, add a BlendSpace1D or BlendSpace2D, place animations at compass positions (e.g., walk @ 0.0, run @ 1.0; idle_down @ (0,1), idle_right @ (1,0)). Drive the blend each frame:
# 1D — speed blend
var blend_amount := inverse_lerp(walk_speed, run_speed, velocity.length())
anim_tree["parameters/BlendSpace1D/blend_position"] = blend_amount
# 2D — direction blend
anim_tree["parameters/BlendSpace2D/blend_position"] = input_dir
_animTree.Set("parameters/BlendSpace1D/blend_position", blendAmount);
_animTree.Set("parameters/BlendSpace2D/blend_position", inputDir);
Named Blend Points (Godot 4.7+)
AnimationNodeBlendSpace1D/2D.add_blend_point() gains an optional name: StringName = &"" parameter, and blend point names/indices can be set and displayed in the editor. Passing a name explicitly is recommended (empty names will be deprecated); look points up with find_blend_point_by_name().
blend_space.add_blend_point(walk_node, 0.0, -1, &"walk")
blend_space.add_blend_point(run_node, 1.0, -1, &"run")
var run_index := blend_space.find_blend_point_by_name(&"run")
blendSpace.AddBlendPoint(walkNode, 0.0f, -1, "walk");
blendSpace.AddBlendPoint(runNode, 1.0f, -1, "run");
int runIndex = blendSpace.FindBlendPointByName("run");
⚠️ Changed in Godot 4.7: AnimationNodeBlendSpace1D/2D replace the bool sync property (now deprecated) with a sync_mode SyncMode enum: SYNC_MODE_NONE = 0 (default — inactive animations are frozen), SYNC_MODE_INDEPENDENT = 1 (the old sync = true behavior), SYNC_MODE_CYCLIC_MUTABLE = 2 (cycle length computed dynamically from blend weights), SYNC_MODE_CYCLIC_CONSTANT = 3 (one cycle per cyclic_length seconds — must be > 0). If an AnimationTree that blended correctly in 4.6 stops transitioning correctly, set sync_mode on each blend space. See the 4.7 migration guide.
6. Skeleton Modifiers (3D, 4.4+)
LookAtModifier3D (Godot 4.4+)
Procedurally rotates a bone to look at a world-space target. Ideal for head tracking and eye contact without extra animation clips.
See references/skeleton-modifiers.md for the full GDScript and C# example with angle limits and influence blending.
⚠️ Changed in Godot 4.7: LookAtModifier3D.relative now defaults to false (was true) — the rotation is applied relative to the rest pose by default instead of the current pose. Set relative = true to restore the 4.6 behavior. See the 4.7 migration guide.
BoneConstraint3D (Godot 4.5+)
AimModifier3D, CopyTransformModifier3D, and ConvertTransformModifier3D operate bone-relative rather than world-space — use them when the aim/source target is itself a bone on the same skeleton (mirroring, secondary rig binding, bone-to-bone aiming).
See references/bone-constraints.md for the full deep dive — modifier table, scene structure, GDScript and C# examples for AimModifier3D and CopyTransformModifier3D.
SpringBoneSimulator3D (Godot 4.4+)
Simulates spring physics on bones — hair, capes, tails, antennas bounce and sway procedurally. Add as child of Skeleton3D, configure spring chains (root bone, end bone, stiffness, damping, gravity, drag) in the Inspector.
See references/skeleton-modifiers.md for property reference table and recommended starting values per use-case (hair, antennas, capes).
Animation Markers (Godot 4.4+)
Markers define named points/regions within an animation clip — use them for subregion loops, section-based playback, and audio-synced events without splitting clips. Right-click the timeline → Add Marker → name it (e.g., hit_frame, loop_start). Read anim_player.current_animation_position and compare to marker times in code, or feed markers to AudioStreamInteractive for sync.
Animation Retargeting (Godot 4.3+)
Godot 4.3 retargets animations from one skeleton to another during .glb/.gltf import via SkeletonProfile (e.g., SkeletonProfileHumanoid). Animations then target generic profile bone names, so any matching skeleton can play them.
See references/retargeting.md for the full import-dock setup steps.
7. IKModifier3D — Solver Comparison (Godot 4.6+)
Godot 4.6 adds IKModifier3D, a base class for skeletal IK solvers, with eight subclasses covering the most common algorithms. These are SkeletonModifier3D children of Skeleton3D and work alongside other modifiers (e.g., LookAtModifier3D).
Pick the cheapest solver that fits the chain: TwoBoneIK3D for exactly-two-bone limbs (the common humanoid case), CCDIK3D for short non-2-bone chains, FABRIK3D for longer or variable-length chains, and JacobianIK3D only when rig accuracy matters more than CPU cost.
See references/ik-solver-comparison.md for the full solver comparison table and selection guidance.
See references/ik-recipes.md for the full GDScript and C# recipes — two-bone arm reach with influence blending (CCDIK3D), foot placement on uneven terrain (FABRIK3D + raycast), and basic FABRIK arm IK setup.
8. Common Recipes
Two gameplay-flavored animation recipes: a hit-flash modulate tween and a buffered attack combo using AnimationPlayer's Call Method track.
See references/common-recipes.md for the full GDScript and C# code (Hit Flash, Attack Combo with combo-window buffering).
9. Common Pitfalls
Quick symptom → cause → fix table covering animation snapping instead of blending, an inactive AnimationTree, travel() not transitioning, wrong track node paths, silent Call Method tracks, dead blend parameters, and per-frame play() resets.
See references/common-pitfalls.md for the full table.
10. Implementation Checklist