For more details visit the Wiki section.
🔔 If you found this project useful, please let me know by leaving a star to motivate me to improve it. Thanks.
- AnimatorStateMachine: BlendTree 1D
- AnimatorStateMachine: BlendTree 2D
- AnimatorStateMachine: StateMachineBehaviour
- AnimatorStateMachine: Multilayer & AvatarMask
- jmonkeyengine - A complete 3D game development suite written purely in Java.
- Minie - A physics library for JMonkeyEngine.
- jdk8+
The best way to report bug or feature request is github's issues page.
jme-animation-fsm extends the standard jMonkeyEngine animation workflow with a lightweight and modular animation state machine system inspired by modern game engine animators.
-
Finite State Machine based animation flow
Organize character logic into states and transitions instead of manual animation switching. -
Blend Trees
Smoothly blend animations using parameters such as speed or direction. -
Animation Layers & Avatar Masks
Combine upper-body and lower-body animations independently (for example: running while aiming). -
Hierarchical State Machines
Build complex animation logic using nested state machines while keeping transitions manageable. -
State Behaviours
Attach gameplay-related callbacks to animation states (onEnter,onUpdate,onExit). -
Built on top of jMonkeyEngine animation system
Integrates withAnimComposerand existing jME animation workflows instead of replacing them. -
Code-driven and extensible
Designed for developers who prefer full control through Java code without requiring a visual editor.
This project is intended as an experimental and extensible foundation for advanced character animation systems in jMonkeyEngine.
It is not a full replacement for AAA animation graph tools such as Unity Animator or Unreal Animation Blueprints, but it aims to provide many of the same core concepts in a lightweight open-source form.