Data-Driven Animation Controller: A Prioritized Visual System for Decoupled Animation Logic in Godot Game Engine

Fuente: arXiv
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Autori principali: TorabNezhad, Abtin, Bastanfard, Azam, Rezaei, Ashkan
Natura: Preprint
Pubblicazione: 2026
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author TorabNezhad, Abtin
Bastanfard, Azam
Rezaei, Ashkan
author_facet TorabNezhad, Abtin
Bastanfard, Azam
Rezaei, Ashkan
contents This paper introduces the Data-Driven Animation Controller (DDAC), a specialized Godot component that achieves robust decoupling of animation logic from core gameplay scripts through a data-driven approach. Animation control is typically centralized and imperatively defined within core character scripts, often relying on implicit Finite State Machines (FSMs). This practice leads to tightly coupled and difficult-to-maintain codebases. The DDAC component externalizes these instructions into easily inspector-editable resources, effectively making the animation logic declarative. Rules are defined by reading Conditions from any variable on any external node and executing Actions (setting the target animation). The DDAC also manages secondary visual state settings, such as Animation Speed Scaling and Horizontal/Vertical Sprite Flipping, using the same simple rule-based setup. The highest contribution of this work is the use of a Prioritized Resolution Algorithm to enforce mutual exclusion, ensuring that when multiple rules match, only the highest-priority rule executes. This framework allows designers to quickly iterate on character-state visualization without modifying code, while significantly improving maintainability and reducing cognitive load on core developers.
format Preprint
id arxiv_https___arxiv_org_abs_2605_08088
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Data-Driven Animation Controller: A Prioritized Visual System for Decoupled Animation Logic in Godot Game Engine
TorabNezhad, Abtin
Bastanfard, Azam
Rezaei, Ashkan
Graphics
Human-Computer Interaction
68W01
F.2.2
This paper introduces the Data-Driven Animation Controller (DDAC), a specialized Godot component that achieves robust decoupling of animation logic from core gameplay scripts through a data-driven approach. Animation control is typically centralized and imperatively defined within core character scripts, often relying on implicit Finite State Machines (FSMs). This practice leads to tightly coupled and difficult-to-maintain codebases. The DDAC component externalizes these instructions into easily inspector-editable resources, effectively making the animation logic declarative. Rules are defined by reading Conditions from any variable on any external node and executing Actions (setting the target animation). The DDAC also manages secondary visual state settings, such as Animation Speed Scaling and Horizontal/Vertical Sprite Flipping, using the same simple rule-based setup. The highest contribution of this work is the use of a Prioritized Resolution Algorithm to enforce mutual exclusion, ensuring that when multiple rules match, only the highest-priority rule executes. This framework allows designers to quickly iterate on character-state visualization without modifying code, while significantly improving maintainability and reducing cognitive load on core developers.
title Data-Driven Animation Controller: A Prioritized Visual System for Decoupled Animation Logic in Godot Game Engine
topic Graphics
Human-Computer Interaction
68W01
F.2.2
url https://arxiv.org/abs/2605.08088