Keyframe animation resources use scene-style value syntax and bind object tracks to runtime nodes through AnimationPlayer.
Key rules
Use [Animation], [Objects], and [FrameN] blocks.
Object names like @Hero become track keys for runtime binding.
Track controls persist until changed: interp chooses step/interpolate, ease shapes time.
Frames can emit signals, set script vars, or call methods.
Example
[Objects]@Hero = Node3D[/Objects] [Frame10]@Hero { position = (3,0,0) position.ease = "ease_out"}emit_signal = { name="step", params=[0] }[/Frame10]
Related Resource Docs
Use these links for adjacent formats or runtime systems used with .panim Animation Clips.