SuperAPI AI Directory

animations-tweens

Design & creation

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Updated 10-15 20:34

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Animations and Tweens in Decentraland

Authoring split

Animator, Tween, and TweenSequence are all supported in main-entities.ts — declare the entity, its visual components, and its initial animation state in the literal. Switch clips or replace tweens at runtime in src/index.ts via getMutable.

When to Use Which Animation Approach

Need Approach When
Play animation baked into a .glb model Animator Character walks, door opens, flag waves — any animation created in Blender/Maya
Move/rotate/scale an entity smoothly Tween Sliding doors, floating platforms, growing objects — procedural A-to-B motion
Chain multiple animations in sequence TweenSequence Patrol paths, multi-step doors, complex choreography
Continuous per-frame control engine.addSystem() Physics-like motion, following a target, custom easing

Decision flow:

  1. Does the .glb model already have the animation? → Animator
  2. Is it a simple move/rotate/scale between two values? → Tween
  3. Do you need frame-by-frame control or custom math? → System with dt

GLTF Animations (Animator)

Declare the character and its animation states in main-entities.ts. The states array is part of the Animator shape and is JSON-compatible.

// main-entities.ts
import type { Scene } from '@dcl/sdk/scene-types'

export const scene = {
  character: {
    components: {
      Transform: { position: { x: 8, y: 0, z: 8 } },
      GltfContainer: { src: 'models/character.glb' },
      Animator: {
        states: [
          { clip: 'idle', playing: true, loop: true, speed: 1 },
          { clip: 'walk', playing: false, loop: true, speed: 1 },
          { clip: 'attack', playing: false, loop: false, speed: 1.5 }
        ]
      }
    }
  }
} satisfies Scene

Trigger and switch animations at runtime in src/index.ts:

import { engine, Animator } from '@dcl/sdk/ecs'

export function main() {
  const character = engine.getEntityOrNullByName('character')
  if (!character) return

  // Play a specific animation
  Animator.playSingleAnimation(character, 'walk')

  // Stop all animations
  // Animator.stopAllAnimations(character)
}

Switching Animations

import { Entity, Animator } from '@dcl/sdk/ecs'

function playAnimation(entity: Entity, clipName: string) {
  const animator = Animator.getMutable(entity)
  for (const state of animator.states) state.playing = false
  const state = animator.states.find(s => s.clip === clipName)
  if (state) state.playing = true
}

Tweens

Tween and TweenSequence are JSON-compatible. The mode is a $case-tagged union; positions/quaternions are plain object literals; easing is a numeric enum.

Move

// main-entities.ts
sliding_box: {
  components: {
    Transform: { position: { x: 2, y: 1, z: 8 } },
    MeshRenderer: { mesh: { $case: 'box', box: { uvs: [] } } },
    Tween: {
      duration: 2000,  // milliseconds
      easingFunction: 6,  // EasingFunction.EF_EASESINE
      mode: {
        $case: 'move',
        move: { start: { x: 2, y: 1, z: 8 }, end: { x: 14, y: 1, z: 8 } }
      }
    }
  }
}

Common easing values: 0 = EF_LINEAR, 1 = EF_EASEINQUAD, 2 = EF_EASEOUTQUAD, 3 = EF_EASEQUAD, 6 = EF_EASESINE. To replace or stop a tween at runtime, use Tween.createOrReplace / Tween.deleteFrom on the named entity in src/index.ts.

Rotate

// main-entities.ts — quaternions are { x, y, z, w } literals.
// 360° around Y end-state is { x: 0, y: 1, z: 0, w: 0 }
spinning_obj: {
  components: {
    Transform: { position: { x: 8, y: 1, z: 8 } },
    MeshRenderer: { mesh: { $case: 'box', box: { uvs: [] } } },
    Tween: {
      duration: 3000,
      easingFunction: 0,  // EF_LINEAR
      mode: {
        $case: 'rotate',
        rotate: {
          start: { x: 0, y: 0, z: 0, w: 1 },
          end: { x: 0, y: 1, z: 0, w: 0 }
        }
      }
    }
  }
}

For exact-degree rotations without hand-computing quaternions, leave the tween out of main-entities.ts and create it at runtime in src/index.ts where Quaternion.fromEulerDegrees() is available:

// src/index.ts — runtime tween authoring (helpers allowed)
import { engine, Tween, EasingFunction } from '@dcl/sdk/ecs'
import { Quaternion } from '@dcl/sdk/math'

export function main() {
  const box = engine.getEntityOrNullByName('spinning_obj')
  if (!box) return
  Tween.createOrReplace(box, {
    mode: Tween.Mode.Rotate({
      start: Quaternion.fromEulerDegrees(0, 0, 0),
      end: Quaternion.fromEulerDegrees(0, 360, 0)
    }),
    duration: 3000,
    easingFunction: EasingFunction.EF_LINEAR
  })
}

Scale

// main-entities.ts
grow_box: {
  components: {
    Transform: { position: { x: 8, y: 1, z: 8 } },
    MeshRenderer: { mesh: { $case: 'box', box: { uvs: [] } } },
    Tween: {
      duration: 1000,
      easingFunction: 14,  // EF_EASEOUTBOUNCE
      mode: {
        $case: 'scale',
        scale: { start: { x: 1, y: 1, z: 1 }, end: { x: 2, y: 2, z: 2 } }
      }
    }
  }
}

Tween Sequences (Chained Animations)

Chain multiple tweens to play one after another. TweenSequence is supported in main-entities.ts:

// main-entities.ts
patrol_box: {
  components: {
    Transform: { position: { x: 2, y: 1, z: 8 } },
    MeshRenderer: { mesh: { $case: 'box', box: { uvs: [] } } },
    Tween: {
      duration: 2000,
      easingFunction: 6,  // EF_EASESINE
      mode: { $case: 'move', move: { start: { x: 2, y: 1, z: 8 }, end: { x: 14, y: 1, z: 8 } } }
    },
    TweenSequence: {
      loop: 0,  // TweenLoop.TL_RESTART (1 = TL_YOYO)
      sequence: [
        {
          duration: 2000,
          easingFunction: 6,
          mode: { $case: 'move', move: { start: { x: 14, y: 1, z: 8 }, end: { x: 2, y: 1, z: 8 } } }
        }
      ]
    }
  }
}

Easing Functions

Inside main-entities.ts use the integer values (left). In src/index.ts you can reference EasingFunction.<NAME> directly.

value enum shape
0 EF_LINEAR Constant speed
1 EF_EASEINQUAD Quadratic in
2 EF_EASEOUTQUAD Quadratic out
3 EF_EASEQUAD Quadratic in-out
4 EF_EASEINSINE Sinusoidal in
5 EF_EASEOUTSINE Sinusoidal out
6 EF_EASESINE Sinusoidal in-out (smooth)
7 EF_EASEINEXPO Exponential in
8 EF_EASEOUTEXPO Exponential out
9 EF_EASEEXPO Exponential in-out
10 EF_EASEINELASTIC Elastic in
11 EF_EASEOUTELASTIC Elastic out
12 EF_EASEELASTIC Elastic in-out
13 EF_EASEINBOUNCE Bounce in
14 EF_EASEOUTBOUNCE Bounce out
15 EF_EASEBOUNCE Bounce in-out
16 EF_EASEINCUBIC Cubic in
17 EF_EASEOUTCUBIC Cubic out
18 EF_EASECUBIC Cubic in-out
19 EF_EASEINQUART Quartic in
20 EF_EASEOUTQUART Quartic out
21 EF_EASEQUART Quartic in-out
22 EF_EASEINQUINT Quintic in
23 EF_EASEOUTQUINT Quintic out
24 EF_EASEQUINT Quintic in-out
25 EF_EASEINCIRC Circular in
26 EF_EASEOUTCIRC Circular out
27 EF_EASECIRC Circular in-out
28 EF_EASEINBACK Overshoot in
29 EF_EASEOUTBACK Overshoot out
30 EF_EASEBACK Overshoot in-out

Custom Animation Systems

For complex animations, create a system:

// Continuous rotation system
function spinSystem(dt: number) {
  for (const [entity] of engine.getEntitiesWith(Transform, Spinner)) {
    const transform = Transform.getMutable(entity)
    const spinner = Spinner.get(entity)
    // Rotate around Y axis
    const currentRotation = Quaternion.toEulerAngles(transform.rotation)
    transform.rotation = Quaternion.fromEulerDegrees(
      currentRotation.x,
      currentRotation.y + spinner.speed * dt,
      currentRotation.z
    )
  }
}

engine.addSystem(spinSystem)

Tween Helper Methods

Use shorthand helpers that create or replace the Tween component directly on the entity:

import { Tween, EasingFunction } from '@dcl/sdk/ecs'

// Move — signature: Tween.setMove(entity, start, end, duration, easingFunction?)
Tween.setMove(entity,
  Vector3.create(0, 1, 0), Vector3.create(0, 3, 0),
  1500, EasingFunction.EF_EASEINBOUNCE
)

// Rotate — signature: Tween.setRotate(entity, start, end, duration, easingFunction?)
Tween.setRotate(entity,
  Quaternion.fromEulerDegrees(0, 0, 0), Quaternion.fromEulerDegrees(0, 180, 0),
  2000, EasingFunction.EF_EASEOUTQUAD
)

// Scale — signature: Tween.setScale(entity, start, end, duration, easingFunction?)
Tween.setScale(entity,
  Vector3.One(), Vector3.create(2, 2, 2),
  1000, EasingFunction.EF_LINEAR
)

// Combined Move + Rotate + Scale in one Tween
Tween.setMoveRotateScale(entity, {
  positionStart: Vector3.create(0, 0, 0), positionEnd: Vector3.create(0, 5, 0),
  rotationStart: Quaternion.fromEulerDegrees(0, 0, 0), rotationEnd: Quaternion.fromEulerDegrees(0, 360, 0),
  scaleStart: Vector3.One(), scaleEnd: Vector3.create(0.5, 0.5, 0.5)
}, 2000, EasingFunction.EF_EASEINOUTCUBIC)

// Continuous spin — applies a per-frame Quaternion delta. No end state.
Tween.setRotateContinuous(entity, Quaternion.fromEulerDegrees(0, -1, 0), 700)

// Continuous move — applies a per-frame Vector3 delta scaled by speed.
Tween.setMoveContinuous(entity, Vector3.create(0, 0, 1), 0.5)

*Continuous variants don't end — they apply a constant delta until the Tween is removed (Tween.deleteFrom(entity)).

Yoyo Loop Mode

TL_YOYO reverses the tween at each end instead of restarting:

TweenSequence.create(entity, {
  sequence: [{ duration: 1000, ... }],
  loop: TweenLoop.TL_YOYO
})

Detecting Tween Completion

Use tweenSystem.tweenCompleted() to check if a tween finished this frame:

engine.addSystem(() => {
  if (tweenSystem.tweenCompleted(entity)) {
    console.log('Tween finished on', entity)
  }
})

Animator Extras

Additional Animator features:

// Get a specific clip to modify
const clip = Animator.getClip(entity, 'Walk')

// shouldReset: restart animation from beginning when re-triggered
Animator.playSingleAnimation(entity, 'Attack', true) // resets to start

// weight: blend between animations (0.0 to 1.0)
const anim = Animator.getMutable(entity)
anim.states[0].weight = 0.5  // blend walk at 50%
anim.states[1].weight = 0.5  // blend idle at 50%

Morph Targets (Blend Shapes)

If a GLTF model exports morph targets (e.g., facial expressions, shape blends), drive them via the weights array on each Animator.state. Indices match the order morph targets were exported. Values range 0–1.

const anim = Animator.getMutable(entity)
const state = anim.states.find(s => s.clip === 'Idle')
if (state) {
  state.weights = state.weights ?? []
  state.weights[0] = 0.8   // morph target 0 at 80%
  state.weights[1] = 0.3   // morph target 1 at 30%
}

Troubleshooting

Problem Cause Solution
GLTF animation not playing Wrong clip name in Animator.states Open the .glb in a viewer (e.g., Blender) to find exact clip names — they are case-sensitive
Animator component has no effect Entity missing GltfContainer Animator only works on entities that have a loaded GLTF model
Tween doesn't move Start and end positions are the same Verify start and end values differ in Tween.Mode.Move()
Tween plays once then stops No TweenSequence with loop Add TweenSequence.create(entity, { sequence: [], loop: TweenLoop.TL_YOYO }) for back-and-forth
Animation jitters or stutters Creating new Tween every frame Only create Tween once, not inside a system — use tweenSystem.tweenCompleted() to chain

Need 3D models to animate? See the add-3d-models skill for loading GLTF models that contain animation clips.

Best Practices

  • Use Tweens for simple A-to-B animations (doors, platforms, UI elements)
  • Use Animator for character/model animations baked into GLTF files
  • Use Systems for continuous or physics-based animations
  • Tween durations are in milliseconds (1000 = 1 second)
  • Combine move + rotate tweens by applying them to parent/child entities
  • For looping: use TweenSequence with loop: TweenLoop.TL_RESTART