diff --git a/doc/classes/AnimationNodeBlendSpace2D.xml b/doc/classes/AnimationNodeBlendSpace2D.xml
index b205c01468c..1608550888f 100644
--- a/doc/classes/AnimationNodeBlendSpace2D.xml
+++ b/doc/classes/AnimationNodeBlendSpace2D.xml
@@ -136,8 +136,10 @@
+ Useful for frame-by-frame 2D animations.
+ Keep the current play position when switching between discrete animations.
diff --git a/doc/classes/AnimationNodeStateMachine.xml b/doc/classes/AnimationNodeStateMachine.xml
index ed4098d938e..a15efeea40b 100644
--- a/doc/classes/AnimationNodeStateMachine.xml
+++ b/doc/classes/AnimationNodeStateMachine.xml
@@ -3,6 +3,11 @@
+ Contains multiple root nodes as children in a graph. Each node is used as a state, and provides multiple functions to alternate between states. Retrieve the AnimationNodeStateMachinePlayback object from the [AnimationTree] node to control it programatically.
+ [codeblock]
+ var state_machine = anim_tree["parameters/StateMachine/playback"]
+ state_machine.travel("SomeState")
+ [codeblock]
@@ -170,7 +175,7 @@
-
+
diff --git a/doc/classes/AnimationNodeStateMachinePlayback.xml b/doc/classes/AnimationNodeStateMachinePlayback.xml
index 6bf9504efbd..69dc7711d4c 100644
--- a/doc/classes/AnimationNodeStateMachinePlayback.xml
+++ b/doc/classes/AnimationNodeStateMachinePlayback.xml
@@ -47,6 +47,7 @@
+ Transition from the current state to another one, while visiting all the intermediate ones. This is done via the A* algorithm.
diff --git a/doc/classes/AnimationNodeStateMachineTransition.xml b/doc/classes/AnimationNodeStateMachineTransition.xml
index e07a9fc9804..d22d417a034 100644
--- a/doc/classes/AnimationNodeStateMachineTransition.xml
+++ b/doc/classes/AnimationNodeStateMachineTransition.xml
@@ -12,16 +12,22 @@
+ Turn on auto advance when this condition is set. This is a custom text field that can be filled with a variable name. The variable can be modified from code.
+ Turn on the transition automatically when this state is reached. This works best with [code]SWITCH_MODE_AT_END[/code].
+ Don't use this transition during [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance].
+ Lower priority transitions are preferred when travelling through the tree via [method AnimationNodeStateMachinePlayback.travel] or [member auto_advance].
+ The transition type.
+ The time to cross-fade between this state and the next.
@@ -32,10 +38,13 @@
+ Switch to the next state immediately. The current state will end and blend into the beginning of the new one.
+ Switch to the next state immediately, but will seek the new state to the playback position of the old state.
+ Wait for the current state playback to end, then switch to the beginning of the next state animation.
diff --git a/doc/classes/AnimationTree.xml b/doc/classes/AnimationTree.xml
index 9a6a75079c4..d483a6604c9 100644
--- a/doc/classes/AnimationTree.xml
+++ b/doc/classes/AnimationTree.xml
@@ -5,6 +5,8 @@
+ https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
+ https://github.com/godotengine/tps-demo
diff --git a/scene/animation/animation_node_state_machine.cpp b/scene/animation/animation_node_state_machine.cpp
index 68ad71d01cd..1e3470cd903 100644
--- a/scene/animation/animation_node_state_machine.cpp
+++ b/scene/animation/animation_node_state_machine.cpp
@@ -960,7 +960,7 @@ void AnimationNodeStateMachine::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_end_node", "name"), &AnimationNodeStateMachine::set_end_node);
ClassDB::bind_method(D_METHOD("get_end_node"), &AnimationNodeStateMachine::get_end_node);
- ClassDB::bind_method(D_METHOD("set_graph_offset", "name"), &AnimationNodeStateMachine::set_graph_offset);
+ ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &AnimationNodeStateMachine::set_graph_offset);
ClassDB::bind_method(D_METHOD("get_graph_offset"), &AnimationNodeStateMachine::get_graph_offset);
ClassDB::bind_method(D_METHOD("_tree_changed"), &AnimationNodeStateMachine::_tree_changed);