Animation Studio

User-facing reference for the Animation Studio tool.

v0.9.5Godot 4.6–4.74.7.1 recommendedReference
Tool pages are written for users and buyers; they explain what to use, what to avoid, and where current Early Access boundaries are.

Animation markers and events

v0.9.5 separates native Animation Markers from typed Animation Events. Supported events include semantic SFX/VFX, hitbox enable/disable, footsteps, camera shake, screen flash, gameplay events, and UI events. AnimationPlayer events compile into a Dreamcatcher-owned Call Method track targeting DreamAnimationEventReceiver while unrelated user tracks/markers are preserved; AnimatedSprite2D/SpriteFrames supports conservative frame-event playback.

Animation Studio

Status: Stable
Category: Creation
Use it when: you need sprite/skeletal animation previews or presets.

First task

Import or select a sprite/animation preset and preview idle/walk.

Inputs

Sprite or character visual asset.

Outputs

Animation data/preset or configured animation resource.

How it connects

Usually connects to actors, UI, VFX, or cinematics.

Common mistakes

Wrong frame size; missing animation names; no preview before assignment.

Validation

Preview animation and validate references before assigning to gameplay.

First safe task

  1. Open the tool from Dreamcatcher.
  2. Start with one tiny project-owned output.
  3. Save or apply only one change.
  4. Run Content Validator or Quick Play before expanding.

Success looks like

The output exists in the expected project location, related references are visible in the Inspector/tool UI, and no validator error points to a missing path or deleted resource.

Common mistake

Stacking several generated outputs or gameplay connections before checking one simple result first.

Early Access boundary: use this tool through visible Dreamcatcher UI, generated assets, resources, templates, and validation workflows. Avoid editing plugin scripts directly unless official advanced documentation specifically tells you to.