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animations-tweens补间动画

Agent Skill

用于辅助视频生成、动画合成、脚本化剪辑或 Remotion 等视频项目开发。它适合让 Agent 组织镜头、生成素材说明、维护合成代码或排查渲染问题。使用时需要确认分辨率、时长、素材路径和导出格式;涉及外部素材、人物肖像或商业发布时,应先核对版权授权和内容审核要求。

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CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:animations-tweens(补间动画)
来源仓库:https://github.com/dcl-regenesislabs/opendcl
仓库路径:skills/animations-tweens
安装命令:
npx skills add https://github.com/dcl-regenesislabs/opendcl --skill animations-tweens
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/dcl-regenesislabs/opendcl --skill animations-tweens

简介

Decentraland 平台补间动画与预烘焙模型动画的选择策略与使用规范。

  • 适用于去中心化应用中的角色移动、道具交互及环境动态效果实现。
  • 区分 Tween 与 Animator 两种方式:前者用于滑动门、浮台等程序化运动;后者用于已建模动画播放。
  • 通过 GitHub 安装获取平台专用指南,需确认 .glb 模型是否包含内建动画轨道。
  • 推荐在 Patrol 路径等复杂序列中使用 TweenSequence 提升可控性与调试便利性。

SKILL.md

Animations and Tweens in Decentraland

When to Use Which Animation Approach

NeedApproachWhen
Play animation baked into a.glb modelAnimatorCharacter walks, door opens, flag waves — any animation created in Blender/Maya
Move/rotate/scale an entity smoothlyTweenSliding doors, floating platforms, growing objects — procedural A-to-B motion
Chain multiple animations in sequenceTweenSequencePatrol paths, multi-step doors, complex choreography
Continuous per-frame controlengine.addSystem()Physics-like motion, following a target, custom easing

Decision flow:

  1. Does the.glb model already have the animation? → Animator
  2. Is it a simple move/rotate/scale between two values? → Tween
  3. Do you need frame-by-frame control or custom math? → System with dt

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_EASESINE
})

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, TweenLoop } 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_EASESINE
})

// 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_EASESINE
    }
  ],
  loop: TweenLoop.TL_RESTART // Loop the entire sequence
})

Easing Functions

Available easing functions from EasingFunction:

  • EF_LINEAR — Constant speed
  • EF_EASEINQUAD / EF_EASEOUTQUAD / EF_EASEQUAD — Quadratic
  • EF_EASEINSINE / EF_EASEOUTSINE / EF_EASESINE — Sinusoidal (smooth)
  • EF_EASEINEXPO / EF_EASEOUTEXPO / EF_EASEEXPO — Exponential
  • EF_EASEINELASTIC / EF_EASEOUTELASTIC / EF_EASEELASTIC — Elastic bounce
  • EF_EASEOUTBOUNCE / EF_EASEINBOUNCE / EF_EASEBOUNCE — Bounce effect
  • EF_EASEINBACK / EF_EASEOUTBACK / EF_EASEBACK — Overshoot
  • EF_EASEINCUBIC / EF_EASEOUTCUBIC / EF_EASECUBIC — Cubic
  • EF_EASEINQUART / EF_EASEOUTQUART / EF_EASEQUART — Quartic
  • EF_EASEINQUINT / EF_EASEOUTQUINT / EF_EASEQUINT — Quintic
  • EF_EASEINCIRC / EF_EASEOUTCIRC / EF_EASECIRC — Circular

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 that create or replace the Tween component directly on the entity:

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

// Move — signature: Tween.setMove(entity, start, end, duration, easingFunction?)
Tween.setMove(entity,
  Vector3.create(0, 1, 0), Vector3.create(0, 3, 0),
  1500, EasingFunction.EF_EASEINBOUNCE
)

// Rotate — signature: Tween.setRotate(entity, start, end, duration, easingFunction?)
Tween.setRotate(entity,
  Quaternion.fromEulerDegrees(0, 0, 0), Quaternion.fromEulerDegrees(0, 180, 0),
  2000, EasingFunction.EF_EASEOUTQUAD
)

// Scale — signature: Tween.setScale(entity, start, end, duration, easingFunction?)
Tween.setScale(entity,
  Vector3.One(), Vector3.create(2, 2, 2),
  1000, 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%

Troubleshooting

ProblemCauseSolution
GLTF animation not playingWrong clip name in Animator.statesOpen the.glb in a viewer (e.g., Blender) to find exact clip names — they are case-sensitive
Animator component has no effectEntity missing GltfContainerAnimator only works on entities that have a loaded GLTF model
Tween doesn't moveStart and end positions are the sameVerify start and end values differ in Tween.Mode.Move()
Tween plays once then stopsNo TweenSequence with loopAdd TweenSequence.create(entity, {sequence: [], loop: TweenLoop.TL_YOYO}) for back-and-forth
Animation jitters or stuttersCreating new Tween every frameOnly create Tween once, not inside a system — use tweenSystem.tweenCompleted() to chain
Need 3D models to animate? See the add-3d-models skill for loading GLTF models that contain animation clips.

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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