Animation State Machine Blueprint
State machine-based animation control
| Feature | animation-state-machine |
| Category | UI |
| Version | 1.0.0 |
| Tags | ui, godot |
| YAML Source | View on GitHub |
| JSON API | animation-state-machine.json |
Actors
| ID | Name | Type | Description |
|---|---|---|---|
game_engine | Godot Engine | system |
Rules
- implementation:
- description: Feature implemented in C++ engine core
- platform_agnostic:
- description: Works across desktop, web, mobile platforms
Outcomes
State_creation (Priority: 1)
Given:
- Define animation states is requested
Then:
- transition_state field:
statusfrom:idleto:active
Result: Define animation states completed
Transitions (Priority: 2)
Given:
- Move between states with conditions is requested
Then:
- transition_state field:
statusfrom:idleto:active
Result: Move between states with conditions completed
Blend_spaces (Priority: 3)
Given:
- 1D/2D parametric blending is requested
Then:
- transition_state field:
statusfrom:idleto:active
Result: 1D/2D parametric blending completed
State_callbacks (Priority: 4)
Given:
- Execute code on state change is requested
Then:
- transition_state field:
statusfrom:idleto:active
Result: Execute code on state change completed
AGI Readiness
Goals
Reliable Animation State Machine
State machine-based animation control
Success Metrics:
| Metric | Target | Measurement |
|---|---|---|
| success_rate | >= 99% | Successful operations divided by total attempts |
| error_rate | < 1% | Failed operations divided by total attempts |
Autonomy
Level: semi_autonomous
Tradeoffs
| Prefer | Over | Reason |
|---|---|---|
| accessibility | aesthetics | UI must be usable by all users including those with disabilities |
Safety
| Action | Permission | Cooldown | Max Auto |
|---|---|---|---|
| state_creation | supervised | - | - |
| transitions | autonomous | - | - |
| blend_spaces | autonomous | - | - |
| state_callbacks | autonomous | - | - |