| name | godot-animation |
| description | Animate in Godot 4.x three ways: AnimationPlayer for keyframed clips (incl. call and signal tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via create_tween(). Use when working with AnimationPlayer/AnimationTree nodes in a .tscn, blending character states, sprite-sheet animation, or code-driven Tweens.
|
| license | Apache-2.0 |
| compatibility | Godot 4.3+ |
| metadata | {"engine":"godot","category":"godot","difficulty":"intermediate"} |
Godot Animation (4.x)
Choose and drive the right animation tool: AnimationPlayer (clips), AnimationTree
(blending/state machines), or Tween (short procedural moves). Targets Godot 4.3+.
When to use
- Use when playing keyframed animations, blending walk/run/idle states, animating a
sprite sheet, or tweening UI/objects in code.
When not to use: the movement logic that decides which state to play →
godot-2d-movement; UI layout (vs. UI tweening) → godot-ui-control; shader-driven
effects → godot-shaders.
Core workflow
- Pick the tool:
AnimationPlayer — author keyframed clips (transforms, properties, method calls,
audio, even other animations). The source of truth for clip data.
AnimationTree — blend and transition between those clips at runtime with a state
machine and/or blend spaces. Needs an AnimationPlayer to pull clips from.
Tween — fire-and-forget procedural interpolation in code (create_tween()); ideal
for UI pops, fades, and one-off moves.
- For 2D sprite sheets: use
AnimatedSprite2D + SpriteFrames, or keyframe the
frame property in an AnimationPlayer.
- For characters: build clips in
AnimationPlayer, then add an AnimationTree
(active = true), set its anim_player, and design an AnimationNodeStateMachine or
AnimationNodeBlendSpace2D as the tree root.
- Drive transitions from code via the playback object (
travel) or by setting blend
parameters.
- React to clip events with the
animation_finished signal and call/method tracks.
Patterns
1. AnimationPlayer: play a clip and await it
@onready var anim: AnimationPlayer = $AnimationPlayer
func attack() -> void:
anim.play("attack")
await anim.animation_finished # resume after the clip ends
anim.play("idle")
2. AnimationTree state machine: travel between states
@onready var tree: AnimationTree = $AnimationTree
func _ready() -> void:
tree.active = true # the tree drives animation; AnimationPlayer is the source
func set_state(state: StringName) -> void:
# The playback object controls an AnimationNodeStateMachine root.
var sm: AnimationNodeStateMachinePlayback = tree.get("parameters/playback")
sm.travel(state) # transitions using the graph's connections
func _physics_process(_d: float) -> void:
set_state(&"run" if velocity.length() > 5.0 else &"idle")
3. Blend space: blend run direction by a 2D parameter
# Root is an AnimationNodeBlendSpace2D named "Move" with idle/run points placed in it.
func update_locomotion(input_dir: Vector2) -> void:
# Parameter path = "parameters/<node name>/blend_position".
tree.set("parameters/Move/blend_position", input_dir)
4. Tween: fade and scale a UI element (code-driven)
func pop_in(node: Control) -> void:
node.scale = Vector2.ZERO
node.modulate.a = 0.0
var tw := create_tween() # bound to this node's tree
tw.set_parallel(true) # run the two tweens together
tw.tween_property(node, "scale", Vector2.ONE, 0.2) \
.set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
tw.tween_property(node, "modulate:a", 1.0, 0.2) # sub-property via ":"
Pitfalls
AnimationTree.active left false → nothing animates and travel() appears to do
nothing. Set active = true and assign the anim_player path.
- Wrong parameter path. Blend/condition paths are
"parameters/<NodeName>/..." and
must match the node names in the tree exactly (e.g. "parameters/playback",
"parameters/Move/blend_position"). A typo silently no-ops.
- AnimationPlayer and AnimationTree fighting. When an
AnimationTree is active, don't
also call AnimationPlayer.play() for the same tracks — let the tree own playback.
- 3.x Tween node is gone. There is no
Tween node to add in 4.x; create tweens in
code with create_tween() (which returns a Tween). They auto-start and free themselves.
- Reusing a finished tween. A tween is one-shot; call
create_tween() again for a new
animation. Use set_loops() for repetition.
yield/yield(anim, "...") is gone. Use await anim.animation_finished.
- Sub-property tweens use a colon:
"modulate:a", "position:x". Tweening the whole
property instead overwrites siblings.
References
- For state machine transitions/conditions, root motion, one-shot/blend nodes, method &
call tracks,
SpriteFrames/AnimatedSprite2D, and Tween easing/chaining/callbacks,
read references/animation-tree-and-tween.md.
Related skills
godot-2d-movement — supplies the velocity/state that selects animations.
godot-ui-control — UI that Tweens animate.
godot-3d-essentials — 3D character scenes driven by AnimationTree.
game-ai — state machines that mirror animation states.