When to use this skill
- Loading a glTF clip and playing it on a character:
AnimationPlayer+AnimationGraphHandle. - Cross-fading between idle / walk / run via
AnimationTransitions::play(player, node, Duration). - Building an
AnimationGraphin code: blend nodes, additive nodes, weights,AnimationMask. - Triggering gameplay events from a clip timeline (footsteps, hitbox activation, VFX cues) with
#[derive(AnimationEvent)]+clip.add_event_to_target(...)+On<MyEvent>observers. - Procedural tweening without an
AnimationClip— sampling aCurveper frame viaEasingCurve+EaseFunctionorCubicSegment::new_bezier_easing. - Applying the 12 Basic Principles of Animation (Thomas & Johnston, 1981) to a Bevy character.
- Importing a Blender rig and finding bones aren't animated — usually the
Namerequirement forAnimationTargetId::from_name.
Canonical end-to-end pattern
Verified against bevy = "0.19" — cargo check clean in bevy-skills-tester/skill-snippets/examples/bevy_animation.rs.
use bevy::{
animation::{
animated_field,
animation_curves::{AnimatableCurve, AnimatableKeyframeCurve},
AnimationEvent, AnimationTargetId,
},
prelude::*,
};
use core::time::Duration;
#[derive(AnimationEvent, Clone)]
struct FootstepEvent { foot: u8 }
fn setup(
mut commands: Commands,
asset_server: Res<AssetServer>,
mut clips: ResMut<Assets<AnimationClip>>,
mut graphs: ResMut<Assets<AnimationGraph>>,
) {
// 1. Load a glTF clip
let walk: Handle<AnimationClip> =
asset_server.load("models/character.glb#Animation0");
// 2. Build a tiny procedural clip with a sample curve + an event
let bone = AnimationTargetId::from_name(&Name::new("Hips"));
let tween = AnimatableKeyframeCurve::new([
(0.0_f32, Vec3::ZERO),
(0.5, Vec3::new(0.0, 1.0, 0.0)),
(1.0, Vec3::ZERO),
]).expect("strictly-increasing times");
let curve = AnimatableCurve::new(animated_field!(Transform::translation), tween);
let mut proc = AnimationClip::default();
proc.add_curve_to_target(bone, curve);
proc.add_event(0.5, FootstepEvent { foot: 0 });
let proc = clips.add(proc);
// 3. Compose a graph: root → walk + additive(proc, mask=group 0 excluded)
const MASK_GROUP_0_BIT: u64 = 1 << 0;
let mut graph = AnimationGraph::new();
let root = graph.root;
let _walk_node = graph.add_clip(walk, 1.0, root);
let additive = graph.add_additive_blend(0.5, root);
let _proc_node = graph.add_clip_with_mask(proc, MASK_GROUP_0_BIT, 1.0, additive);
// 4. Spawn the player entity (bones come from the loaded glTF scene)
commands.spawn((
Name::new("AnimationRoot"),
AnimationPlayer::default(),
AnimationGraphHandle(graphs.add(graph)),
AnimationTransitions::new(),
));
}
fn start(mut q: Query<(&mut AnimationTransitions, &mut AnimationPlayer), Added<AnimationPlayer>>) {
use bevy::animation::{graph::AnimationNodeIndex, RepeatAnimation};
for (mut tx, mut player) in &mut q {
tx.play(&mut player, AnimationNodeIndex::new(1), Duration::from_millis(250))
.set_repeat(RepeatAnimation::Forever);
}
}
fn on_footstep(trigger: On<FootstepEvent>) {
let foot = trigger.foot; // On<E> derefs to &E
let _entity = trigger.trigger().target; // AnimationEventTrigger::target
let _ = foot;
}
fn main() {
App::new()
.add_plugins(DefaultPlugins) // gltf_animation is a default feature
.add_systems(Startup, setup)
.add_systems(Update, start)
.add_observer(on_footstep)
.run();
}
Topics
| Topic | Reference |
|---|---|
Building blend / additive graphs, AnimationMask, hot-swap |
references/animation-graph.md |
Blender → glTF → Bevy import: Name, axis, multi-clip, unsupported extensions |
references/gltf-import.md |
Procedural animation in Update vs FixedUpdate, root-motion extraction |
references/procedural-animation.md |
Idle / walk / run blending; AnimationTransitions::play + Bevy States integration |
references/state-machines.md |
#[derive(AnimationEvent)], add_event_to_target, On<E> observer wiring |
references/animation-events.md |
AnimatableCurve, EasingCurve, EaseFunction, cubic-bezier, UnevenSampleAutoCurve |
references/curves-and-tweening.md |
AnimationPlayer cost, skin buffers, graph complexity, runtime graph swaps |
references/performance.md |
| Principles — Slow In/Out, Timing, Anticipation → easing + duration | references/principles-easing-and-timing.md |
Principles — Squash & Stretch, Arc, Exaggeration → Transform keyframes |
references/principles-transform-keyframes.md |
| Principles — Staging, Follow Through, Secondary Action → graph layering + masks | references/principles-graph-layering.md |
| Principles — Straight-Ahead vs Pose-to-Pose, Solid Drawing, Appeal → upstream authoring | references/principles-authoring.md |
The 12 Basic Principles of Animation
The four principles-*.md references group Thomas & Johnston's twelve principles by which Bevy primitive they actually exercise. Quick map:
- Easing & Timing — Slow In/Out, Timing, Anticipation map to
EaseFunction/EasingCurve/CubicSegment::new_bezier_easingand clip duration +ActiveAnimation::set_speed. - Transform keyframes — Squash & Stretch, Arc, Exaggeration are
AnimatableKeyframeCurveoverTransform::scale/::translationviaanimated_field!. - Graph layering — Staging, Follow Through & Overlapping Action, Secondary Action are
AnimationGraph::add_additive_blend+AnimationMaskgroup isolation. - Authoring — Straight-Ahead vs Pose-to-Pose, Solid Drawing, Appeal live in your DCC tool (Blender, Maya). Bevy plays whatever you authored.
Gotchas
- Target components are split.
AnimationTarget { id, player }no longer exists. Bone entities useAnimationTargetId(Uuid)plusAnimatedBy(Entity); the glTF loader supplies both. - Regenerate persisted target IDs. Bevy 0.19 changed the
AnimationTargetIdcalculation algorithm. Serialized target IDs from 0.18 must be recalculated from the hierarchy/name path. gltf_animationis on by default. It's already inbevy = "0.19"'s default features — no opt-in needed unless you randefault-features = false.AnimationTransitions::play_with_transitiondoes NOT exist. The real and only method isplay(&mut self, player, node, Duration) -> &mut ActiveAnimation. Chain.set_repeat(RepeatAnimation::Forever)/.set_speed(f32)on the returned value.animated_field!andAnimatableCurveare not in the prelude. Import explicitly frombevy::animation::{animated_field, animation_curves::{AnimatableCurve, AnimatableKeyframeCurve}}.On<AnimationEvent>is not anEntityEventobserver.On<E>derefs to&E(access event fields directly). The firing entity is attrigger.trigger().target(theAnimationEventTrigger::targetfield renamed fromanimation_playerin 0.18)..target()is not available — that's forEntityEvents.Nameis required on bone entities forAnimationTargetId::from_name(&Name)to resolve. The glTF loader sets this; hand-built skeletons must too.AnimationMaskbit polarity. A bit set in a node'su64mask means that node will not animate targets in that group. Register a bone into a group viagraph.add_target_to_mask_group(target_id, group_u32). To restrict a node to a single group, set every bit except that group's.- Schedule. Bevy's animation systems run in
PostUpdate, chained.before(TransformSystems::Propagate). Procedural systems that also writeTransformshould run inUpdateor order explicitly relative toAnimationSystemsinPostUpdate. - Out of scope in core animation. No built-in IK, particle/FX systems are
separate, and the glTF loader does not implement
KHR_animation_pointer— seereferences/gltf-import.md.
See also
bevy-cameras— camera animation (panning, dolly, focus follow) overlaps with this skill; use the sameEaseFunction/EasingCurvetoolkit.bevy-core-concepts—UpdatevsFixedUpdatechoice matters for procedural animation; seeprocedural-animation.md.bevy-ecs-systems— observer wiring patterns (On<E>,add_observer) used forAnimationEvents.bevy-pbr-materials— material-parameter animation viaAnimatableCurvetargetingStandardMaterialfields (emissive flicker, alpha fades).bevy-custom-assets—AssetLoaderpatterns if you serialiseAnimationGraphto RON (.animgraph.ron) and load it as an asset.bevy-migration-0-18-to-0-19— persisted target-ID and morph-target asset changes.