An animation state machine is a graph of states (each playing an animation or a blend of them) connected by transitions that fire when inputs change, so the animation decides by itself what to play next.
In more detail
- Inputs are named values the app or the user sets: booleans (hover is true), numbers (speed is 0.6) and triggers (tap).
- Listeners turn pointer, keyboard or gamepad actions on a shape into input changes, so many files react without any app code.
- Layers let several machines run at once, for example a character's legs and face.
In Ova Motion
In Ova Motion's Logic workspace you add states, draw transitions with conditions on inputs, add listeners to shapes and press Run to try it. Runtimes expose set_bool, set_number and fire to change inputs from code.
Last checked against the product on 2026-10-15.


