Bevy ECS skill for animation blending. Keywords: Bevy, AnimationGraph, blend, AnimationGraphHandle, AnimationNodeType.
npx skills add https://github.com/thedivergentai/Game-Design-Agentic-Skills --skill bevy-animation-graph
Load this when clips must blend, add, or mask. Single-clip playback stays on bevy-animation.
AnimationGraph describes how clips blend. add_clip parents a clip node. add_blend parents a blend node. add_clip_with_mask stores a u64 mask (bone groups you assign; 0 means no mask).AnimationGraphHandle is a handle to the graph used by the AnimationPlayer on the same entity. AnimationTransitions crossfades between nodes.ActiveAnimation::set_weight on the player, after play, drives a node that is already in the graph.#[derive(Resource)]
struct LocomotionNodes {
graph: Handle<AnimationGraph>,
walk: AnimationNodeIndex,
run: AnimationNodeIndex,
}
fn build_locomotion_graph(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut graphs: ResMut<Assets<AnimationGraph>>,
) {
let mut graph = AnimationGraph::new();
let blend = graph.add_blend(0.5, graph.root);
let walk = graph.add_clip(
asset_server.load(GltfAssetLabel::Animation(0).from_asset("models/fox.glb")),
1.0,
blend,
);
let run = graph.add_clip_with_mask(
asset_server.load(GltfAssetLabel::Animation(1).from_asset("models/fox.glb")),
0b0011,
1.0,
blend,
);
let handle = graphs.add(graph);
commands.insert_resource(LocomotionNodes {
graph: handle,
walk,
run,
});
}
#[derive(Resource)]
struct LocomotionNodes {
graph: Handle<AnimationGraph>,
walk: AnimationNodeIndex,
run: AnimationNodeIndex,
}
fn attach_player(
mut commands: Commands,
nodes: Res<LocomotionNodes>,
mut players: Query<(Entity, &mut AnimationPlayer), Without<AnimationGraphHandle>>,
) {
for (entity, mut player) in &mut players {
commands.entity(entity).insert((
AnimationGraphHandle(nodes.graph.clone()),
AnimationTransitions::new(),
));
player.play(nodes.walk).repeat();
player.play(nodes.run).repeat();
}
}
#[derive(Resource)]
struct LocomotionNodes {
graph: Handle<AnimationGraph>,
walk: AnimationNodeIndex,
run: AnimationNodeIndex,
}
#[derive(Component)]
struct RunBlend(f32);
fn sync_blend(mut players: Query<(&mut AnimationPlayer, &RunBlend)>, nodes: Res<LocomotionNodes>) {
for (mut player, blend) in &mut players {
if let Some(active) = player.animation_mut(nodes.run) {
active.set_weight(blend.0.clamp(0.0, 1.0));
}
if let Some(active) = player.animation_mut(nodes.walk) {
active.set_weight(1.0 - blend.0.clamp(0.0, 1.0));
}
}
}
use std::time::Duration;
#[derive(Resource)]
struct LocomotionNodes {
graph: Handle<AnimationGraph>,
walk: AnimationNodeIndex,
run: AnimationNodeIndex,
}
#[derive(Component)]
struct RunBlend(f32);
fn fade_to_run(
nodes: Res<LocomotionNodes>,
mut query: Query<(&mut AnimationPlayer, &mut AnimationTransitions, &RunBlend)>,
) {
for (mut player, mut transitions, blend) in &mut query {
if blend.0 > 0.5 {
transitions.play(&mut player, nodes.run, Duration::from_millis(180));
}
}
}
[dependencies]
bevy = "0.20"
| Need | Bevy approach |
| --- | --- |
| Blend clips | AnimationGraph plus AnimationGraphHandle |
| Gameplay mode | App or entity states stay on bevy-state-machines. The graph is not that state type. |
| Additive layer | AnimationGraph::add_additive_blend inserts AnimationNodeType::Add. Clip weights still go through ActiveAnimation::set_weight. |
AnimationTransitions::play with a Duration, as in fade_to_run.SerializedAnimationGraph plus ron. A 1D or 2D blend-space type is not part of AnimationGraph; blend with node weights.Target: Bevy 0.20+.
Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.
| Piece | Owner | Who may mutate | Schedule |
| --- | --- | --- | --- |
| Data on one entity | Component | One system via Query | Update or FixedMain |
| One value for the whole app | Resource | One system | Startup to insert, then the schedule that reads it |
| Spawn | Commands | The spawning system | Startup for the initial world; later schedules for runtime spawn |
| Order that must not race | .chain() | The chained systems only | Same schedule |
| Plugin boundary | Plugin | build registers systems and resources | Before the app runs |
Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.
| If you need | Do this | Do not |
| --- | --- | --- |
| Per-entity data | Component + Query | A script field copied onto the entity |
| App-wide config or clock | Resource | Copy the value onto every entity |
| Stable simulation step | FixedMain and the Fixed clock | Tie simulation to raw frame Update |
| Startup spawn | Commands in Startup | Spawn from a render system |
| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging | A new event type invented in this file |
| An API outside the documented set | Check the official docs first | A made-up crate or API |
Load references/ecs-ownership.md for the ownership table.
/0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose..chain() orders them.AnimationGraph, AnimationGraphHandle, and AnimationTransitions are the documented Bevy pieces.Official links stay on bevy.org. The library pin on bevy-master stays 0.20.0.
latest branch.Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.Take thedivergentai/bevy-animation-graph from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.