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: status from: idle to: active

Result: Define animation states completed

Transitions (Priority: 2)

Given:

  • Move between states with conditions is requested

Then:

  • transition_state field: status from: idle to: active

Result: Move between states with conditions completed

Blend_spaces (Priority: 3)

Given:

  • 1D/2D parametric blending is requested

Then:

  • transition_state field: status from: idle to: active

Result: 1D/2D parametric blending completed

State_callbacks (Priority: 4)

Given:

  • Execute code on state change is requested

Then:

  • transition_state field: status from: idle to: 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 - -
Extensions (framework-specific hints) ```yaml tech_stack: language: C++ runtime: Godot 4.x ```