skills/dcl-regenesislabs/opendcl/animations-tweens

animations-tweens

SKILL.md

Animations and Tweens in Decentraland

GLTF Animations (Animator)

Play animations embedded in .glb models:

import { engine, Transform, GltfContainer, Animator } from '@dcl/sdk/ecs'
import { Vector3 } from '@dcl/sdk/math'

const character = engine.addEntity()
Transform.create(character, { position: Vector3.create(8, 0, 8) })
GltfContainer.create(character, { src: 'models/character.glb' })

// Set up animation states
Animator.create(character, {
  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 }
  ]
})

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

// Stop all animations
Animator.stopAllAnimations(character)

Switching Animations

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

Tweens (Code-Based Animation)

Animate entity properties smoothly over time:

Move

import { engine, Transform, Tween, EasingFunction } from '@dcl/sdk/ecs'
import { Vector3 } from '@dcl/sdk/math'

const box = engine.addEntity()
Transform.create(box, { position: Vector3.create(2, 1, 8) })

Tween.create(box, {
  mode: Tween.Mode.Move({
    start: Vector3.create(2, 1, 8),
    end: Vector3.create(14, 1, 8)
  }),
  duration: 2000,  // milliseconds
  easingFunction: EasingFunction.EF_EASEINOUTSINE
})

Rotate

Tween.create(box, {
  mode: Tween.Mode.Rotate({
    start: Quaternion.fromEulerDegrees(0, 0, 0),
    end: Quaternion.fromEulerDegrees(0, 360, 0)
  }),
  duration: 3000,
  easingFunction: EasingFunction.EF_LINEAR
})

Scale

Tween.create(box, {
  mode: Tween.Mode.Scale({
    start: Vector3.create(1, 1, 1),
    end: Vector3.create(2, 2, 2)
  }),
  duration: 1000,
  easingFunction: EasingFunction.EF_EASEOUTBOUNCE
})

Tween Sequences (Chained Animations)

Chain multiple tweens to play one after another:

import { TweenSequence } from '@dcl/sdk/ecs'

// First tween
Tween.create(box, {
  mode: Tween.Mode.Move({
    start: Vector3.create(2, 1, 8),
    end: Vector3.create(14, 1, 8)
  }),
  duration: 2000,
  easingFunction: EasingFunction.EF_EASEINOUTSINE
})

// Chain sequence
TweenSequence.create(box, {
  sequence: [
    // Second: move back
    {
      mode: Tween.Mode.Move({
        start: Vector3.create(14, 1, 8),
        end: Vector3.create(2, 1, 8)
      }),
      duration: 2000,
      easingFunction: EasingFunction.EF_EASEINOUTSINE
    }
  ],
  loop: TweenLoop.TL_RESTART // Loop the entire sequence
})

Easing Functions

Available easing functions from EasingFunction:

  • EF_LINEAR — Constant speed
  • EF_EASEINQUAD / EF_EASEOUTQUAD / EF_EASEINOUTQUAD — Quadratic
  • EF_EASEINSINE / EF_EASEOUTSINE / EF_EASEINOUTSINE — Sinusoidal (smooth)
  • EF_EASEINEXPO / EF_EASEOUTEXPO / EF_EASEINOUTEXPO — Exponential
  • EF_EASEINELASTIC / EF_EASEOUTELASTIC / EF_EASEINOUTELASTIC — Elastic bounce
  • EF_EASEOUTBOUNCE / EF_EASEINBOUNCE / EF_EASEINOUTBOUNCE — Bounce effect
  • EF_EASEINBACK / EF_EASEOUTBACK / EF_EASEINOUTBACK — Overshoot

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 instead of creating Tween components manually:

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

// Move
Tween.createOrReplace(entity, Tween.setMove(
  Vector3.create(0, 1, 0), Vector3.create(0, 3, 0),
  { duration: 1500, easingFunction: EasingFunction.EF_EASEINBOUNCE }
))

// Rotate
Tween.createOrReplace(entity, Tween.setRotate(
  Quaternion.fromEulerDegrees(0, 0, 0), Quaternion.fromEulerDegrees(0, 180, 0),
  { duration: 2000, easingFunction: EasingFunction.EF_EASEOUTQUAD }
))

// Scale
Tween.createOrReplace(entity, Tween.setScale(
  Vector3.One(), Vector3.create(2, 2, 2),
  { duration: 1000, easingFunction: EasingFunction.EF_LINEAR }
))

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%

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
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