AnimationNodeBlendSpace2D in Godot – Complete Guide

Welcome fellow creators and aspiring game developers! In this article, we’re diving deep into the world of animation within Godot 4, focusing specifically on the AnimationNodeBlendSpace2D class. Unlocking the potential of this powerful feature will open new horizons for character movement and animated interaction within your game projects. With this tutorial, you’ll get to grips with how to create smooth and responsive animations that will bring your virtual worlds to life.

What is AnimationNodeBlendSpace2D?

The AnimationNodeBlendSpace2D is an essential class in Godot 4 that serves as a cornerstone for complex animation blending. It enables game developers to place AnimationRootNodes within a virtual 2D space, where animations can seamlessly transition from one to another based on a Vector2 weight.

What is it for?

Primarily used by the AnimationTree resource, this feature allows for dynamic animation blending—perfect for character movements that react to player inputs or environmental factors. For example, smoothly transitioning from a walk to a run animation depending on the character’s speed, or blending combat animations to create fluid fighting sequences.

Why Should I Learn It?

By mastering the AnimationNodeBlendSpace2D, you’ll be able to:

– Create more natural and responsive character animations
– Enhance the visual appeal of your games with sophisticated animation blending
– Produce versatile animation states for different game scenarios

Understanding how to utilize this class effectively is a game-changer for anyone looking to elevate their game development skills. Let’s embark on this journey to create more immersive gaming experiences together.

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Setting Up AnimationNodeBlendSpace2D in Godot 4

To create engaging animations with the AnimationNodeBlendSpace2D, you need to start by setting up your AnimationTree. Here’s how you can initialize the AnimationTree and create an AnimationNodeBlendSpace2D instance:

var anim_tree =
var blend_space =

anim_tree.root = blend_space
anim_tree.anim_player = $AnimationPlayer

This code snippet creates a new AnimationTree and AnimationNodeBlendSpace2D, assigning the blend space as the root of the tree and linking an AnimationPlayer to the AnimationTree.

Configuring Your Blend Space

Now that you have set up your blend space, it’s time to configure it to handle your character’s animations. Here’s what that might look like when laying out the foundations for walking in different directions:

blend_space.blend_mode = AnimationNodeBlendSpace2D.BLEND_MODE_DISCRETE
blend_space.snap_vector = Vector2(0.1, 0.1)

var state_walk_up = blend_space.create_point(Vector2(0, -1), $AnimationPlayer.get_animation('walk_up'))
var state_walk_down = blend_space.create_point(Vector2(0, 1), $AnimationPlayer.get_animation('walk_down'))
var state_walk_left = blend_space.create_point(Vector2(-1, 0), $AnimationPlayer.get_animation('walk_left'))
var state_walk_right = blend_space.create_point(Vector2(1, 0), $AnimationPlayer.get_animation('walk_right'))

By tweaking the blend mode and snap vectors, you can define how the animations will blend together. The create_point method defines distinct animation states, associated with directional vectors that determine their place on the 2D plane.

Playing Animations with Blending

To play animations controlled by your blend space, set the blend position to match your character’s movement:

func _process(delta):
    var direction = Vector2()
    direction.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
    direction.y = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")

    anim_tree.set('parameters/blend_position', direction.normalized() * speed)

This function computes the direction based on player input and updates the blend position to smoothly transition between animations.

Creating More Complex Blend Spaces

The true versatility of AnimationNodeBlendSpace2D shines when dealing with more complex blending requirements:

blend_space.create_triangle(state_walk_up, state_walk_left, state_walk_right)
blend_space.set_triangle_auto_weights(state_walk_up, true)

var state_idle = blend_space.create_point(Vector2(0, 0), $AnimationPlayer.get_animation('idle'))

This example uses a triangular blend space, which includes an idle animation at the center to create a smooth transition to and from moving states.

With these basics, you’re on the path to mastering the AnimationNodeBlendSpace2D in Godot 4. Stay tuned for the next section where we’ll cover some advanced techniques to further enhance your animations!Diving deeper into the potential of AnimationNodeBlendSpace2D, let’s explore advanced blending techniques to enrich your animations.

Adding Motion to BlendSpaces

To add dynamic motion to your BlendSpace, consider creating animations that react to gameplay mechanics, such as momentum or fighting styles. Here’s an example to integrate a running animation based on character speed:

var state_run = blend_space.create_point(Vector2(1, 0)*2, $AnimationPlayer.get_animation('run'))

By positioning the ‘run’ state further along the x-axis, you can create a larger movement vector that represents faster movement, allowing for a gradual transition from walking to running.

Blending Animation with Code

Sometimes you may want to blend animations programmatically for specific game events. You can manipulate the blend space in code to achieve complex animations:

func set_blend_space(value):
    anim_tree.set('parameters/blend_space/blend_position', value)
# Call this function with Vector2 values as needed for gameplay mechanics

With this function, you control the blend position directly from gameplay code, giving you precise control over when and how your animations blend.

Weighted Blending

Weighted blending allows you to control the influence each animation has in the blend. This can create an apparent state of combined animations. Here’s how to adjust the weights for each point within your blend space:

blend_space.set_point_weight(state_walk_up, 0.5)
blend_space.set_point_weight(state_walk_down, 1.0)
blend_space.set_point_weight(state_walk_left, 0.75)
blend_space.set_point_weight(state_walk_right, 0.75)

These lines of code set different weights for each directional state, influencing the final animation played. This way, you might make a character favor a certain direction or action.

Adjusting Blend Space for Responsiveness

In some games, you’ll want animation transitions to feel quick and responsive. You can achieve this by adjusting the blend time:

blend_space.set_blend_time(state_walk_up, 0.1)
blend_space.set_blend_time(state_run, 0.2)

These settings reduce the time it takes to blend to the ‘run’ animation, for instance, making the character’s acceleration feel snappier.

Dealing with Diagonal Movement

With a 2D blend space, you may want to include diagonal animations for a more natural look when moving in non-cardinal directions:

var state_walk_diagonal_up_left = blend_space.create_point(Vector2(-1, -1), $AnimationPlayer.get_animation('walk_diagonal_up_left'))

The Vector2(-1, -1) effectively places the new diagonal animation in the appropriate quadrant of the blend space.

Using Animation BlendSpace for Non-Player Characters

Blend spaces are not only for player characters. You can also use them to bring life to NPCs in your game world. Here’s how you would apply it:

var npc_direction = npc.get_walking_direction()
anim_tree.set('parameters/npc_blend_space/blend_position', npc_direction)

This way, you can use AI or pathfinding algorithms to control the direction vector, thus driving the NPC animations through the blend space.

By grasping and leveraging these advanced functionalities, you will unlock a new level of proficiency in animating characters within Godot 4. As you experiment with these capabilities, you are sure to find inventive ways to employ the AnimationNodeBlendSpace2D class to develop captivating gameplay experiences. Remember, animation blending is both an art and a science, and with Godot 4, you wield the tools to master it.Incorporating directional aiming or look-at animations can dramatically elevate the player’s immersion. For instance, you might have a top-down shooter where the character needs to aim in different directions. Here’s one way to blend aiming animations:

var state_aim_up = blend_space.create_point(Vector2(0, -2), $AnimationPlayer.get_animation('aim_up'))
var state_aim_down = blend_space.create_point(Vector2(0, 2), $AnimationPlayer.get_animation('aim_down'))
var state_aim_left = blend_space.create_point(Vector2(-2, 0), $AnimationPlayer.get_animation('aim_left'))
var state_aim_right = blend_space.create_point(Vector2(2, 0), $AnimationPlayer.get_animation('aim_right'))

By extending the vector lengths, you assign different animation states further from the center, which can be aimed depending on the player’s input for shooting direction.

Creating a smooth transition to a jump or a fall can also be crucial for platformers. With the blend space, you can integrate a jumping state that activates when the character is not grounded:

if !is_on_floor():
    set_blend_space(Vector2(0, -3)) # Assumes the jump animation is placed at Vector2(0, -3)

This snippet checks if the character is on the ground and, if not, blends into the jump state which could be placed at Vector2(0, -3) in your blend space.

Moving to environmental interactions, such as pushing objects or opening doors, requires animations that align with these actions. Use blend space points to represent these specialized states:

var state_push = blend_space.create_point(Vector2(-1, 1), $AnimationPlayer.get_animation('push'))
var state_open_door = blend_space.create_point(Vector2(1, 1), $AnimationPlayer.get_animation('open_door'))

Here, ‘push’ and ‘open_door’ animations are mapped to specific points, allowing the blend space to transition to these animations when the character interacts with objects.

For nuanced control, adjusting animations based on external factors, such as the velocity of a character, can make for highly responsive gameplay. You can set the blend space’s position each frame based on the current velocity:

var velocity = get_velocity() # Let's assume this is a function you defined to get the character's velocity
anim_tree.set('parameters/blend_space/blend_position', velocity.normalized())

In this snippet, we normalize the velocity to get only the direction for the blend space, keeping the speed of the transition consistent.

When dealing with 2D platformers, you can even handle wall-sliding or clinging animations by extending your blend space vertically:

var state_wall_slide = blend_space.create_point(Vector2(0, 3), $AnimationPlayer.get_animation('wall_slide'))
if is_on_wall():
    set_blend_space(Vector2(0, 3))

The example sets a position on the blend space for the wall-slide animation and transitions to this state when the character is in contact with a wall.

Blending animations for combo attacks can make for exciting and fluid combat. Here’s how you might begin a blend space for combat moves:

var state_combo_1 = blend_space.create_point(Vector2(1, 1), $AnimationPlayer.get_animation('combo_1'))
var state_combo_2 = blend_space.create_point(Vector2(2, 1), $AnimationPlayer.get_animation('combo_2'))

# You would transition between these states based on the combat logic

Each point represents a step in the combo, and you would use game logic to switch between them, creating a seamless combat animation sequence.

Lastly, for characters with different idle states based on conditions like health or environment, you can transition between them within the blend space:

var state_idle_injured = blend_space.create_point(Vector2(0, 0.5), $AnimationPlayer.get_animation('idle_injured'))
if health < 20:
    set_blend_space(Vector2(0, 0.5))

This code snippet transitions to an ‘injured’ idle animation when the character’s health is low.

With these examples, you can see how the AnimationNodeBlendSpace2D creates a comprehensive and intuitive system for controlling character animations. These snippets offer a glimpse into the extensibility of Godot 4’s animation system and how it can be applied to various gameplay scenarios. As you explore and integrate these techniques into your own projects, you’ll find that the potential for creating responsive, dynamic, and immersive animations is virtually limitless.

Where to Go Next in Your Game Development Journey

Your adventure into the vast world of game development with Godot 4 doesn’t have to end here. Animation is just one piece of the puzzle, and there’s so much more to explore and master. Whether you’re just starting out or looking to enhance your already strong skillset, the next step on your path to becoming a game development pro awaits.

We encourage you to check out our Godot Game Development Mini-Degree. This comprehensive collection of courses will take you through the nuts and bolts of creating your own games using the latest version of the Godot engine. From mastering 2D and 3D assets to scripting with GDScript and implementing intricate game mechanics, this Mini-Degree is tailored to bolster your skills and help you build a portfolio filled with your very own Godot projects. You can start learning today by visiting [Godot Game Development Mini-Degree](

For those looking for additional resources, our broader collection of Godot courses is available to cater to all kinds of learning goals. Whether it’s getting a handle on gameplay control flow, designing UI systems, or bringing player and enemy combat to life, we’ve got you covered. You can delve into more Godot content at [our Godot courses](

At Zenva, we’re confident you’ll find the right tools and resources to turn your passion for game development into a reality. Continue your learning journey with us, and take your game development skills from beginner to professional!


Embracing the AnimationNodeBlendSpace2D class in Godot 4 is a pivotal step in creating fluid, responsive animations that make your game characters feel truly alive. The journey through mastering animation blending is both exciting and enriching, setting the stage for you to tell immersive stories and craft engaging gameplay experiences. As you continue to explore the endless possibilities within Godot, remember that every line of code, every blend space, and every animation you craft is a reflection of your creativity and passion for game development.

We invite you to keep pushing the boundaries of what you can achieve. Whether it’s crafting your next masterpiece or refining your technical skills, our Godot Game Development Mini-Degree is the perfect companion on your path to success. Check out our extensive catalog of Godot courses and join a community of developers who share your drive for creating amazing games. The journey doesn’t end here; it’s just another step towards realizing your vision as a game developer with [Zenva’s learning paths]( Keep learning, keep creating, and let’s build the future of gaming together.

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