calculate_blend_space_2d
Compute and inject a 2D blend space for directional locomotion (N/S/E/W + idle) into a Godot scene, using controller vectors to blend animations.
Instructions
2D Blend Space Grid Calculator: Compute and inject an AnimationNodeBlendSpace2D for directional locomotion blending (N/S/E/W + idle) based on a controller vector.
Each blend_point dict must have:
'animation': animation clip name (e.g. 'walk_north')
'position': [x, y] normalized blend coordinates (e.g. [0, 1] for North)
Args: scene_path: Absolute path to the .tscn scene file. node_name: Name for the AnimationTree node. blend_points: List of blend point dicts. x_label: Horizontal axis label. y_label: Vertical axis label. anim_player_path: NodePath to the AnimationPlayer.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| x_label | No | Horizontal | |
| y_label | No | Vertical | |
| node_name | Yes | ||
| scene_path | Yes | ||
| blend_points | Yes | ||
| anim_player_path | No | AnimationPlayer |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |