Request for an Animation Tree

Animation Tree (In editor)

Upgrade the animation menu of the Sprite object, into a tree of animations (very similar to the Array variable)

Each animation can be sorted into different branches, and the developer will be able to name each branch.


Event example 1:

Player is in collision with Enemy1
Player has the “left” key pressed or simulated
Trigger once

Change the animation of Player : set to “Hurt[Left]”



Event example 2:

The animation group of Player = Hurt

Change the variable PlayerHealth : subtract 1


This would be very useful, as a character can have many animations; walk, idle, attack, hurt, interact, ect…
And for each animation, there is usually an up, a down, a left, and a right. (sometimes even more!)
All those animations add up. and an animation tree could slide them away when you are done working on them!
This would improve workflow, plus, with the “animation group” condition and action, this could also make a super easy state machine.

6 Likes

I second this, this would help alot with my game. Having 50+ animations for a single character is hard to keep up with lol

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Thanks! hopefully @Bouh sees this, it could be revolutionary for Gdevelop!

Ehh, more like Evolutionary. But yeah it would be a huge improvement for more complex games

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Thanks! I guess I emphasized it a little too much lol.

Folks, no matter how excited you are for a request/idea/help/etc, please dont randomly ping other members of the forum (normal user, contributor, developer, or otherwise).

For the request at hand: As someone with a player object with roughly 40 animations, I’m not sure how much this helps general game dev?

How is this different than knowing your animation names or using the “contains” option in the animation condition?

2 Likes

This along with sprite sheet animation on sprite objects would be fire.

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My idea + that idea would be NICE together!

As someone who have a main character with more than 25 animations i could say that the actual system is pretty fine and functional.I agree with Silver.
To answer to op; FSM have nothing to do with animations, you should never check animations to trigger a Full State machine. Fortunately this is not unity where animation tree is mandatory…this is something where GD is better imo

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I can’t speak for OP, but I think it has more to do with how it’s layed out. Functionally yes you’re correct, but I believe the crux of this thread has to do with organization of the animations. And as someone that does lots of animations for single objects, This can be a headache to deal with. And as far as I know, there really aren’t any ways to reorganize the animations once they have been created. Or at the very least, not made very apparent.

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Just for context: All animations on sprite objects can be dragged up/down in the order list as desired, just like all animation frames can be dragged left/right within an animation itself.

You can just click and grab the handle bar (two dashes) on the upper left of the animation, left of the animation name.

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I think instead of my original approach, the developer should have the ability to slide them away like this: (I used Piskel to make this lol, the animations have the same name because I was too lazy to get another image)


It fixes the problem I was trying to fix, and like Silver-Streak said, you could use the “contain” option

That vaguely looks like how folders work. If that is the case, yeah that would help us organize animations. Especially when you have to do advanced things such as animation branching.

2 Likes

That’s the look I was going for. :+1:

yeah its so the people’s brains don’t bleed
sorry im a bit late yknow

1 Like

Any help is good help,