Advanced AnimationTree Graph Recipes
Do NOT Load by default. Open only when implementing nested combat graphs, IK look-at beside the tree, or deep BlendTree layering after the golden path scripts fail to cover the case.
Nested StateMachines
Locomotion root StateMachine → Combat / Airborne sub-machines. Parameter paths stay relative (parameters/Locomotion/Combat/playback). Prefer nested_state_machine.gd and nested_tree_architecture.gd.
BlendTree layering checklist
- Lower body: BlendSpace1D/2D or locomotion StateMachine.
- Upper body:
AnimationNodeAdd2/Blend2with filter mask (advanced_transition_masking.gd). - Overlays:
AnimationNodeOneShot(reactive_oneshot_vfx.gd). - Sync groups only when clip lengths match (sync_group_layering.gd).
Skeleton IK / LookAt
Drive look-at beside the tree with LookAtModifier3D; do not fight AnimationTree bone tracks. See skeleton_ik_lookat.gd. Godot 4.7: LookAtModifier3D.relative default is false.
Root motion
Extract via AnimationTree getters, apply on CharacterBody — root_motion_animtree_sync.gd.
Debug / cull
- Live state/blend inspect: runtime_tree_debugging.gd
- Swap
tree_roothero vs crowd when off-screen to cut CPU.