Animation Library for Game Creator 2 provides a flexible way to organize and play character animations without filling your visual scripting logic with character-specific conditions.
Instead of checking which character is performing an action and manually selecting the correct State or Gesture, you can define a common animation vocabulary using reusable libraries. Your game logic simply asks for an animation by meaning, while each character's library decides which actual animation should be played.
For example, your gameplay logic can use a single "walk" instruction for every character. A humanoid character can map "walk" to a human walking animation, while an animal can map the same "walk" tag to its own quadruped movement animation. The instruction remains exactly the same—the active animation library provides the appropriate result.
This keeps gameplay logic independent from character-specific animation assets and makes systems much easier to reuse across different characters, creatures, costumes, equipment sets, or animation styles.
Animation Library also supports multiple animation variations, random state selection, Animator layers, tag-based lookup, enter and exit Game Creator instructions, and runtime library swapping. This makes it possible to build a centralized animation workflow where your gameplay systems describe what a character should do, rather than needing to know how every individual character should animate it.