AnimationNodeSync in Godot – Complete Guide

Welcome to our tutorial on AnimationNodeSync in Godot 4 – an essential component for animators and game developers looking to bring their game characters and assets to life in a synchronized, dynamic way. Animation is the heartbeat of any game, granting the static sprites and models the illusion of motion and personality. By mastering AnimationNodeSync, you can create more nuanced and compelling animations within your Godot projects. So, let’s dive into the world of AnimationNodeSync and discover its capabilities together!

What is AnimationNodeSync?

AnimationNodeSync is a base class in Godot’s animation system designed for nodes with more than two input ports that require synchronization. This type of node operates within an AnimationTree, a powerful tool that lets you manage complex animations for your game characters or objects.

What is AnimationNodeSync Used For?

In practical terms, AnimationNodeSync is used to blend multiple animations together. Imagine you have different animations for a character’s walk, run, and jump. By using AnimationNodeSync, you can ensure these animations transition smoothly from one to another without losing their rhythm – like a dancer moving to the beats of different songs without missing a step.

Why Should I Learn About AnimationNodeSync?

Understanding the AnimationNodeSync class is fundamental for anyone who wants to create more complex and synchronized animations in Godot. Here’s why learning about it is worthwhile:

– **Synchronized Animations**: It harmonizes the transitions between different animations, maintaining the fluidity of your characters’ movements.
– **Flexibility**: Offers the flexibility to mix and blend animations, aiding in the creation of more lifelike and reactive game environments.

Whether you are at the start of your game development journey or looking to enhance your existing skills, getting to grips with AnimationNodeSync will open up a world of possibilities for your game’s animations. Let’s step into this exciting aspect of Godot and bring our virtual worlds to life!

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Creating a Basic AnimationTree

Before diving into the specifics of AnimationNodeSync, let’s first set up a basic AnimationTree. This will be the foundation upon which we build our synchronized animations.

var anim_tree =

This code snippet creates an AnimationTree instance, assigns it a root node of type AnimationNodeBlendTree (the main type of node used for blending animations), and attaches it to the AnimationPlayer node in the scene.

Adding Animations to the BlendTree

Let’s add some animations to the BlendTree. We’ll assume that you have animations named “Walk”, “Run”, and “Jump” already created in your AnimationPlayer.

var blend_tree = anim_tree.get_tree_root()
var walk_anim =
var run_anim =
blend_tree.add_node(walk_anim, Vector2(0, 1))
blend_tree.add_node(run_anim, Vector2(1, 1))

Here, we create two AnimationNodeAnimation instances for the “Walk” and “Run” animations and add them to specific positions within the BlendTree.

Connecting Animations with Sync

Now that we have multiple animations, let’s connect them with an AnimationNodeSync node. This will allow us to synchronize the animations to make sure they transition smoothly.

var sync_node =
blend_tree.add_node(sync_node, Vector2(1, 0))
blend_tree.connect_node("Walk", "", sync_node, 0)
blend_tree.connect_node("Run", "", sync_node, 1)

We add an AnimationNodeSync to the blend tree and then connect our “Walk” and “Run” animations to it. The connections correspond to input ports of the sync node, where the indices 0 and 1 represent “Walk” and “Run”, respectively.

Using BlendSpace2D for Directional Animation

Another powerful tool in Godot is BlendSpace2D, which can be combined with AnimationNodeSync for directional animations. Here’s how to set up a BlendSpace2D for a character who can move in different directions.

var blend_space =
blend_tree.add_node(blend_space, Vector2(2, 0))
blend_tree.connect_node("", "Sync", blend_space, 0)

blend_space.add_animation(Vector2(0, -1), walk_anim)
blend_space.add_animation(Vector2(0, 1), run_anim)

This code adds a BlendSpace2D node to the tree and then connects it to the sync node. We set up points in the blend space for the “Walk” and “Run” animations according to their respective directions. This setup allows for fluid movement in any direction the character needs to move.

In the next part, we’ll continue to build upon these foundational examples and look at how to manage animation transitions using AnimationNodeSync. Stay tuned to see how these basics begin to form an intricate dance of character movement!As we progress with our tutorial, let’s explore further how AnimationNodeSync can control the flow of different animations. We will continue from where we left off and start managing transitions more intricately.

Controlling Animation States

To control animation states, we often use an AnimationNodeStateMachine. Let’s set this up and integrate it with our existing nodes.

var state_machine =
blend_tree.add_node(state_machine, Vector2(2, 1))
state_machine.add_node("WalkState", walk_anim)
state_machine.add_node("RunState", run_anim)
state_machine.add_transition("WalkState", "RunState",

Here we’ve created a state machine and added it to our blend tree. We’ve also added our “Walk” and “Run” animations as states within the machine and created a transition between them.

Integrating AnimationNodeSync with the State Machine

Next, we will integrate our AnimationNodeSync with the state machine to maintain the synchronization of our animations.

state_machine.add_node("SyncNode", sync_node)
state_machine.add_transition("WalkState", "SyncNode",
state_machine.add_transition("RunState", "SyncNode",
state_machine.add_transition("SyncNode", "WalkState",
state_machine.add_transition("SyncNode", "RunState",

With these transitions in place, we set up a two-way street where animations can blend into the sync node from either state and also transition back.

Activating the AnimationTree and State Machine

Finally, before we can see any animations play, we must activate the AnimationTree as well as specify the start state for our state machine. = true

This activates the AnimationTree and sets the initial state to “WalkState,” allowing the character to begin with walking.

Playing and Transitioning Animations

To play our animations and transition between them, we use the following code to change states within the AnimationTree:

if Input.is_action_pressed("ui_right"):"RunState")
elif Input.is_action_pressed("ui_left"):"WalkState")

This checks for user input and uses the `travel` method to transition to the corresponding animation state, which in turn will synchronize with our existing animations seamlessly thanks to the AnimationNodeSync.

By putting together these elements – the AnimationNodeBlendTree, the AnimationNodeStateMachine, and the AnimationNodeSync – we can craft detailed and fluid animation systems suitable for a variety of game scenarios.

Keep experimenting with these nodes and their configurations to get a deeper sense of the control and flexibility offered by Godot’s animation system. As you become more comfortable with these tools, you’ll be able to give your game characters and objects a level of polish and responsiveness that really makes your game stand out.

Next up, we’ll look into advanced tips for using AnimationNodeSync and how to troubleshoot common issues you might encounter when implementing complex animation trees. Stick with us as we continue to uncover the power of animation in Godot!Continuing with our detailed look into AnimationNodeSync, we’re going to explore some advanced considerations and how to troubleshoot common issues that may arise.

Advanced Tips for Using AnimationNodeSync

As we refine our animation systems, it’s important to understand how to manage more complex scenarios. Let’s introduce some advanced tips and their accompanying code examples.

Setting Up Priorities for Transitions
When dealing with multiple possible transitions, we may want to prioritize some over others. In Godot, you can set up transition priorities using transition conditions.

var transition_to_run =
transition_to_run.priority = 1
state_machine.add_transition("WalkState", "RunState", transition_to_run)

The `priority` value determines which transition should be picked if multiple are possible at the same time. A lower number means higher priority.

Syncing Animations with Different Lengths
If the animations you want to synchronize have different lengths, you may need to adjust their playback speed to ensure they stay in sync.


By altering the playback speed of the animations, you can make sure they align properly even if their default lengths are different.

Using AnimationNodeSync as a Transition Node
Sometimes, you might want to use AnimationNodeSync to synchronize two animations during a transition phase.

var transition =
state_machine.add_transition("WalkState", "RunState", transition)

This will keep the animations in sync with each other during the transition.

Custom Parameters in BlendSpace2D
You can use custom parameters in BlendSpace2D to blend animations based on any gameplay mechanic or player input.

var blend_point = Vector2(player_speed, player_direction)
blend_space.set_blend_point_position(blend_index, blend_point)

Here, `player_speed` and `player_direction` might be variables that reflect the player’s current state, which is then used to determine the appropriate animation blending.

Blend Times for Smoother Transitions
To create transitions between animations that feel smoother, you can use blend times in the state machine.

var transition =
transition.set_blend_time(0.5)  // Half a second blend time
state_machine.add_transition("WalkState", "RunState", transition)

The blend time will affect how quickly or slowly the transition between animations happens.

Troubleshooting Common AnimationNodeSync Issues

When working with animation synchronization, several issues may pop up. Here are some tips on how to tackle them:

Animations are Out of Sync
If animations seem to fall out of sync, especially after transitions, you should check the conditions and priority levels of your transitions.

Animations Snap Instead of Blending
When animations snap from one to the other instead of blending, inspect the blend times and ensure that the transitions have non-zero blend durations.


Unable to Transition Between Animations
If you’re unable to transition between animations, verify that you’ve properly connected nodes within the state machine and that the `travel` calls are being made as expected.

state_machine.has_node("WalkState")  // Make sure the node exists"RunState")  // Attempt to transition to another state

By using these advanced tips and troubleshooting common issues, your mastery of AnimationNodeSync and Godot’s animation system will increase significantly. Always remember to play around with parameters and test various configurations to achieve the best results for your specific animation needs. The more you experiment and learn, the better you’ll become at crafting those smooth, engaging animations that are essential to any game’s visual appeal. Keep animating and have fun with the process!

Continue Your Game Development Journey

Your adventure with Godot and AnimationNodeSync doesn’t have to end here! We encourage you to continue exploring the vast landscape of game development. There’s so much more to learn, and every new skill or technique you acquire opens up additional possibilities for creativity and innovation in your game projects.

If you’re ready to take the next step, our Godot Game Development Mini-Degree is an excellent place to continue expanding your expertise. This Mini-Degree is packed full of courses that delve deeply into 2D and 3D game development using Godot 4. While it doesn’t cover AnimationNodeSync specifically, it does feature a wealth of knowledge on various topics that will enhance your abilities as a game developer and prepare you for real-world projects.

And for those looking to explore a broader collection of content, your path could lead you to our extensive range of Godot courses. Whether you’re starting out or you’re ready to level up, our courses at Zenva will guide you through the exciting process of learning coding and creating games, ensuring you’re equipped to shine in the dynamic field of game development. Happy learning, and may your passion for game creation continue to grow!


We hope you found this journey through the world of AnimationNodeSync in Godot 4 enlightening and that it sparks new ideas for your game development projects. The power of synchronized animations can bring a high level of polish to your game, creating immersive and dynamic experiences for players. With the tips and techniques shared, you’re well on your way to mastering the art of animation within Godot.

Remember, this is just the beginning of what can be achieved with Godot’s robust animation tools. For more comprehensive learning and to further your game development skills, consider enrolling in our Godot Game Development Mini-Degree. This is your gateway to becoming a well-rounded game developer able to bring your most ambitious game ideas to life. Continue practicing, experimenting, and creating – the world of game development waits for no one, and every step you take is a leap towards achieving your dreams. See you in the virtual classroom!

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