Godot Animation (4.x) Choose and drive the right animation tool: (clips), (blending/state machines), or (short procedural moves). Targets Godot 4.7 . When to use - Use when playing keyframed animations, blending walk/run/idle states, animating a sprite sheet, or tweening UI/objects in code. When not to use: the movement logic that decides which state to play → ; UI layout (vs. UI tweening) → ; shader-driven effects → . Core workflow 1. Pick the tool: - — author keyframed clips (transforms, properties, method calls, audio, even other animations). The source of truth for clip data. - — blend an…