animation_tree_manage
Create and manage AnimationTree state machines and blend trees in Godot: scaffold trees, add states and transitions, inspect configuration.
Instructions
AnimationTree State Machine and Blend Tree Management.
Ops:
scaffold_state_machine(parent_path="", anim_player_path="", node_name="AnimationTree") Scaffold an AnimationTree with an AnimationNodeStateMachine root.
add_state(tree_path, state_name, animation_name="", position=[0,0]) Add an animation state node into an AnimationNodeStateMachine.
add_transition(tree_path, from_state, to_state, auto_advance=False) Add a transition between two states in an AnimationNodeStateMachine.
scaffold_blend_tree(parent_path="", anim_player_path="", node_name="AnimationTreeBlend") Scaffold an AnimationTree with an AnimationNodeBlendTree root.
get_tree_info(tree_path) Inspect root node configuration and status of an AnimationTree.
Canonical call shape: {"op": "<verb>", "params": {...}}. Flat op parameters are accepted as a compatibility alias when the client transmits them; op and session_id remain top-level.
Tool call template
Replace each placeholder with a value matching the input schema. Only required parameters are included; add optional parameters as needed.
{
"id": 1,
"jsonrpc": "2.0",
"method": "tools/call",
"params": {
"arguments": {
"op": "<op>"
},
"name": "animation_tree_manage"
}
}Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| op | Yes | ||
| params | No | ||
| session_id | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||