What problem does it solve? Characters with multiple animation clips often T-pose, snap between states, or have animations that interrupt each other incorrectly. This Skill composes existing AnimationPlayer clips into an AnimationTree with state machines and blend spaces so locomotion, attacks, hit reactions, and death states transition correctly in response to gameplay. ## Core Features & Use Cases - State Machine Construction: Builds an AnimationNodeStateMachine with locomotion, attack, hit, and dead states, wired via MCP tools or a scripted ctx.anim_state_machine call. - Continuous Locomotion Blending: Creates BlendSpace1D nodes parameterized by movement speed so idle, walk, and run crossfade smoothly instead of popping. - One-Shot Interrupts: Configures AnimationNodeOneShot nodes for attacks and hit reactions that temporarily override locomotion and return automatically. - Use Case: A goblin NPC has idle, walk, run, attack, and death clips. Use this Skill to wire an AnimationTree so it blends walk-to-run by speed, fires attack one-shots on input, snaps to a hit reaction on damage, and travels to a terminal dead state. ## Quick Start Wire an AnimationTree state machine on my goblin character with locomotion blending, attack and hit one-shots, and a dead state, then play the scene to verify the transitions.