Merge pull request #6764 from TokageItLab/fix-outdated-animation
Update outdated animation documents to synchronize them with latest version Godot
@@ -50,13 +50,13 @@ Now select the ``AnimatedSprite2D`` and in its *SpriteFrames* property, select
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Click on the new SpriteFrames resource and you'll see a new panel appear at the
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bottom of the editor window:
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.. image:: img/2d_animation_spriteframes.png
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.. image:: img/2d_animation_spriteframes.webp
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From the FileSystem dock on the left side, drag the 8 individual images into
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the center part of the SpriteFrames panel. On the left side, change the name
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of the animation from "default" to "run".
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.. image:: img/2d_animation_spriteframes_done.png
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.. image:: img/2d_animation_spriteframes_done.webp
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Back in the Inspector, check the box for the *Playing* property. You should
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now see the animation playing in the viewport. However, it is a bit slow. To
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@@ -127,25 +127,25 @@ Set up your scene tree the same way you did previously when using individual ima
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Click on the new SpriteFrames resource. This time, when the bottom panel appears, select "Add frames from a Sprite Sheet".
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.. image:: img/2d_animation_add_from_spritesheet.png
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.. image:: img/2d_animation_add_from_spritesheet.webp
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You will be prompted to open a file. Select your sprite sheet.
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A new window will open, showing your sprite sheet. The first thing you will need to do is to change the number of vertical and horizontal images in your sprite sheet. In this sprite sheet, we have four images horizontally and two images vertically.
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.. image:: img/2d_animation_spritesheet_select_rows.png
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.. image:: img/2d_animation_spritesheet_select_rows.webp
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Next, select the frames from the sprite sheet that you want to include in your animation. We will select the top four, then click "Add 4 frames" to create the animation.
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.. image:: img/2d_animation_spritesheet_selectframes.png
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.. image:: img/2d_animation_spritesheet_selectframes.webp
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You will now see your animation under the list of animations in the bottom panel. Double click on default to change the name of the animation to jump.
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.. image:: img/2d_animation_spritesheet_animation.png
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.. image:: img/2d_animation_spritesheet_animation.webp
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Finally, check Playing on the AnimatedSprite2D in the inspector to see your frog jump!
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Finally, check the play button on the SpriteFrames editor to see your frog jump!
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.. image:: img/2d_animation_play_spritesheet_animation.png
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.. image:: img/2d_animation_play_spritesheet_animation.webp
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Sprite sheet with AnimationPlayer
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@@ -13,38 +13,51 @@ player node on top of the default property tracks.
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We assume you already read :ref:`doc_introduction_animation`, which covers
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the basics, including property tracks.
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.. image:: img/track_types.png
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.. image:: img/track_types.webp
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Property Track
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--------------
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3D Transform Track
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------------------
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The most basic track type. See :ref:`doc_introduction_animation`.
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3D transform tracks control the location, rotation, and scale of a 3D object.
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Position 3D / Rotation 3D / Scale 3D Track
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------------------------------------------
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These 3D transform tracks control the location, rotation, and scale of a 3D object.
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They make it easier to animate a 3D object's transform compared to using regular
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property tracks.
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.. image:: img/3D_transform_track.png
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It is designed for animations imported from external 3D models and can reduce resource capacity through compression.
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Call Method tracks
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Blend Shape Track
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-----------------
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A blend shape track is optimized for animating blend shape in :ref:`MeshInstance <class_MeshInstance>`:.
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It is designed for animations imported from external 3D models and can reduce resource capacity through compression.
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Call Method Track
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------------------
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Call method tracks allow you to call a function at a precise time from within an
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A call method track allow you to call a function at a precise time from within an
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animation. For example, you can call ``queue_free()`` to delete a node at the
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end of a death animation.
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.. note:: The events placed on the call method track are not executed when the animation is previewed in the editor for safety.
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To create such a track, click "Add Track -> Call Method Track." Then, a window
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opens and lets you select the node to associate with the track. To call one of
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the node's methods, right-click the timeline and select "Insert Key". A window
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opens with a list of available methods. Double-click one to finish creating the
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keyframe.
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.. image:: img/node_methods.png
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.. image:: img/node_methods.webp
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To change the method call or its arguments, click on the key and head to the
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inspector dock. There, you can change the method to call. If you expand the
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"Args" section, you will see a list of arguments you can edit.
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.. image:: img/node_method_args.png
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.. image:: img/node_method_args.webp
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Bezier Curve Track
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------------------
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@@ -52,27 +65,30 @@ Bezier Curve Track
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A bezier curve track is similar to a property track, except it allows you to
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animate a property's value using a bezier curve.
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.. note:: Bezier curve track and property track cannot be blended in :ref:`AnimationPlayer <class_AnimationPlayer>` and :ref:`AnimationTree <class_AnimationTree>`.
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To create one, click "Add Track -> Bezier Curve Track". As with property tracks,
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you need to select a node and a property to animate. To open the bezier curve
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editor, click the curve icon to the right of the animation track.
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.. image:: img/bezier_curve_icon.png
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.. image:: img/bezier_curve_icon.webp
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In the editor, keys are represented by white diamonds and the transparent
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In the editor, keys are represented by filled diamonds and the outlined
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diamonds connected to them by a line control curve's shape.
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.. image:: img/bezier_curves.png
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.. image:: img/bezier_curves.webp
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In the bottom-right of the editor, you can select the manipulator mode:
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In the right click panel of the editor, you can select the handle mode:
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- Free allows you to orient a manipulator in any direction without affecting the
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- Free: Allows you to orient a manipulator in any direction without affecting the
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other's position.
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- Balanced makes it so manipulators rotate together, but the distance between
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- Linear: Does not allow rotation of the manipulator and draws a linear graph.
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- Balanced: Makes it so manipulators rotate together, but the distance between
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the key and a manipulator is not mirrored.
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- Mirror makes the position of one manipulator perfectly mirror the other,
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- Mirrored: Makes the position of one manipulator perfectly mirror the other,
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including their distance to the key.
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.. image:: img/manipulator_modes.png
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.. image:: img/manipulator_modes.webp
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Audio Playback Track
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--------------------
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@@ -86,13 +102,14 @@ To play a sound in your animation, drag and drop an audio file from the file
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system dock onto the animation track. You should see the waveform of your audio
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file in the track.
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.. image:: img/audio_track.png
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.. image:: img/audio_track.webp
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To remove a sound from the animation, you can right-click it and select "Delete
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Key(s)" or click on it and press the :kbd:`Del` key.
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.. note:: If you need to, you can create multiple audio tracks that trigger
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playback on the same node.
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The blend mode allows you to choose whether or not to adjust the audio volume when blending in the :ref:`AnimationTree <class_AnimationTree>`.
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.. image:: img/blend_mode.webp
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Animation Playback Track
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------------------------
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@@ -109,7 +126,7 @@ Then, select the animation player you want to associate with the track.
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To add an animation to the track, right-click on it and insert a key. Select the
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key you just created to select an animation in the inspector dock.
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.. image:: img/animation_player_animation.png
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.. image:: img/animation_player_animation.webp
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If an animation is already playing and you want to stop it early, you can create
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a key and have it set to `[STOP]` in the inspector.
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@@ -60,7 +60,7 @@ Blend tree
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An ``AnimationNodeBlendTree`` can contain both root and regular nodes used for blending. Nodes are added to the graph from a menu:
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.. image:: img/animtree3.png
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.. image:: img/animtree3.webp
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All blend trees contain an ``Output`` node by default, and something has to be connected to it in order for animations to play.
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@@ -93,33 +93,64 @@ This node will execute a sub-animation and return once it finishes. Blend times
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.. image:: img/animtree6b.gif
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Seek
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^^^^
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After setting the request and changing the animation playback, the one-shot node automatically clears the request on the next process frame by setting its [code]request[/code] value to [constant ONE_SHOT_REQUEST_NONE].
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.. tabs::
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.. code-tab:: gdscript GDScript
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# Play child animation connected to "shot" port.
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animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
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# Alternative syntax (same result as above).
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animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE
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# Abort child animation connected to "shot" port.
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animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT)
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# Alternative syntax (same result as above).
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animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT
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# Get current state (read-only).
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animation_tree.get("parameters/OneShot/active"))
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# Alternative syntax (same result as above).
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animation_tree["parameters/OneShot/active"]
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.. code-tab:: csharp
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// Play child animation connected to "shot" port.
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animationTree.Set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE);
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// Abort child animation connected to "shot" port.
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animationTree.Set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT);
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// Get current state (read-only).
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animationTree.Get("parameters/OneShot/active");
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TimeSeek
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^^^^^^^^
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This node can be used to cause a seek command to happen to any sub-children of the animation graph. Use this node type to play an ``Animation`` from the start or a certain playback position inside the ``AnimationNodeBlendTree``.
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After setting the time and changing the animation playback, the seek node automatically goes into sleep mode on the next process frame by setting its ``seek_position`` value to ``-1.0``.
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After setting the time and changing the animation playback, the seek node automatically goes into sleep mode on the next process frame by setting its ``seek_request`` value to ``-1.0``.
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.. tabs::
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.. code-tab:: gdscript GDScript
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# Play child animation from the start.
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anim_tree.set("parameters/Seek/seek_position", 0.0)
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animation_tree.set("parameters/TimeSeek/seek_request", 0.0)
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# Alternative syntax (same result as above).
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anim_tree["parameters/Seek/seek_position"] = 0.0
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animation_tree["parameters/TimeSeek/seek_request"] = 0.0
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# Play child animation from 12 second timestamp.
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anim_tree.set("parameters/Seek/seek_position", 12.0)
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animation_tree.set("parameters/TimeSeek/seek_request", 12.0)
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# Alternative syntax (same result as above).
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anim_tree["parameters/Seek/seek_position"] = 12.0
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animation_tree["parameters/TimeSeek/seek_request"] = 12.0
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.. code-tab:: csharp
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// Play child animation from the start.
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animTree.Set("parameters/Seek/seek_position", 0.0);
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animationTree.Set("parameters/TimeSeek/seek_request", 0.0);
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// Play child animation from 12 second timestamp.
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animTree.Set("parameters/Seek/seek_position", 12.0);
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animationTree.Set("parameters/TimeSeek/seek_request", 12.0);
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TimeScale
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^^^^^^^^^
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@@ -130,6 +161,36 @@ Transition
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^^^^^^^^^^
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Very simple state machine (when you don't want to cope with a ``StateMachine`` node). Animations can be connected to the outputs and transition times can be specified.
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After setting the request and changing the animation playback, the transition node automatically clears the request on the next process frame by setting its [code]transition_request[/code] value to empty.
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.. tabs::
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.. code-tab:: gdscript GDScript
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# Play child animation connected to "state_2" port.
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animation_tree.set("parameters/Transition/transition_request", "state_2")
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# Alternative syntax (same result as above).
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animation_tree["parameters/Transition/transition_request"] = "state_2"
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# Get current state name (read-only).
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animation_tree.get("parameters/Transition/current_state")
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# Alternative syntax (same result as above).
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animation_tree["parameters/Transition/current_state"]
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# Get current state index (read-only).
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animation_tree.get("parameters/Transition/current_index"))
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# Alternative syntax (same result as above).
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animation_tree["parameters/Transition/current_index"]
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.. code-tab:: csharp
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// Play child animation connected to "state_2" port.
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animationTree.Set("parameters/Transition/transition_request", "state_2");
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// Get current state name (read-only).
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animationTree.Get("parameters/Transition/current_state");
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// Get current state index (read-only).
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animationTree.Get("parameters/Transition/current_index");
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BlendSpace2D
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^^^^^^^^^^^^
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@@ -247,11 +308,27 @@ Afterwards, the actual motion can be retrieved via the :ref:`AnimationTree <clas
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.. tabs::
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.. code-tab:: gdscript GDScript
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anim_tree.get_root_motion_transform()
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# Get the motion delta.
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animation_tree.get_root_motion_position()
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animation_tree.get_root_motion_rotation()
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animation_tree.get_root_motion_scale()
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# Get the actual blended value of the animation.
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animation_tree.get_root_motion_position_accumulator()
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animation_tree.get_root_motion_rotation_accumulator()
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animation_tree.get_root_motion_scale_accumulator()
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.. code-tab:: csharp
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animTree.GetRootMotionTransform();
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// Get the motion delta.
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animationTree.GetRootMotionPosition();
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animationTree.GetRootMotionRotation();
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animationTree.GetRootMotionScale();
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// Get the actual blended value of the animation.
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animationTree.GetRootMotionPositionAccumulator();
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animationTree.GetRootMotionRotationAccumulator();
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animationTree.GetRootMotionScaleAccumulator();
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This can be fed to functions such as :ref:`CharacterBody3D.move_and_slide <class_CharacterBody3D_method_move_and_slide>` to control the character movement.
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@@ -260,7 +337,6 @@ character and animations (this node is disabled by default during the game).
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.. image:: img/animtree15.gif
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Controlling from code
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---------------------
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@@ -288,14 +364,13 @@ Which allows setting them or reading them:
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.. tabs::
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.. code-tab:: gdscript GDScript
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anim_tree.set("parameters/eye_blend/blend_amount", 1.0)
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animation_tree.set("parameters/eye_blend/blend_amount", 1.0)
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# Simpler alternative form:
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anim_tree["parameters/eye_blend/blend_amount"] = 1.0
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animation_tree["parameters/eye_blend/blend_amount"] = 1.0
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.. code-tab:: csharp
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animTree.Set("parameters/eye_blend/blend_amount", 1.0);
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animationTree.Set("parameters/eye_blend/blend_amount", 1.0);
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State machine travel
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--------------------
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@@ -308,15 +383,14 @@ to the destination state.
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To use the travel ability, you should first retrieve the :ref:`AnimationNodeStateMachinePlayback <class_AnimationNodeStateMachinePlayback>`
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object from the ``AnimationTree`` node (it is exported as a property).
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.. tabs::
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.. code-tab:: gdscript GDScript
|
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var state_machine = anim_tree["parameters/playback"]
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var state_machine = animation_tree["parameters/playback"]
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.. code-tab:: csharp
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AnimationNodeStateMachinePlayback stateMachine = (AnimationNodeStateMachinePlayback)animTree.Get("parameters/playback");
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AnimationNodeStateMachinePlayback stateMachine = (AnimationNodeStateMachinePlayback)animationTree.Get("parameters/playback");
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Once retrieved, it can be used by calling one of the many functions it offers:
|
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@@ -27,7 +27,7 @@ The AnimationPlayer node type is the data container for your animations.
|
||||
One AnimationPlayer node can hold multiple animations, which can
|
||||
automatically transition to one another.
|
||||
|
||||
.. figure:: img/animation_create_animationplayer.png
|
||||
.. figure:: img/animation_create_animationplayer.webp
|
||||
:alt: The AnimationPlayer node
|
||||
|
||||
The AnimationPlayer node
|
||||
@@ -35,14 +35,14 @@ automatically transition to one another.
|
||||
After you create an AnimationPlayer node, click on it to
|
||||
open the Animation Panel at the bottom of the viewport.
|
||||
|
||||
.. figure:: img/animation_animation_panel.png
|
||||
.. figure:: img/animation_animation_panel.webp
|
||||
:alt: The animation panel position
|
||||
|
||||
The animation panel position
|
||||
|
||||
The animation panel consists of four parts:
|
||||
|
||||
.. figure:: img/animation_animation_panel_overview.png
|
||||
.. figure:: img/animation_animation_panel_overview.webp
|
||||
:alt: The animation panel
|
||||
|
||||
The animation panel
|
||||
@@ -128,15 +128,35 @@ The sprite holds an image texture. For this tutorial, select the Sprite2D node,
|
||||
click Texture in the Inspector, and then click Load. Select the default Godot
|
||||
icon for the sprite's texture.
|
||||
|
||||
Adding an animation
|
||||
~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Select the AnimationPlayer node and click the "Animation" button in the
|
||||
animation editor. From the list, select "New" (|Add Animation|) to add a new
|
||||
animation. Enter a name for the animation in the dialog box.
|
||||
|
||||
.. figure:: img/animation_create_new_animation.png
|
||||
.. figure:: img/animation_create_new_animation.webp
|
||||
:alt: Add a new animation
|
||||
|
||||
Add a new animation
|
||||
|
||||
Manage an animation libraries
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
For reusability, the animation is registered in a list in the animation library resource. If you add an animation to AnimationPlayer without specifying any particular settings, the animation will be registered in the [Global] animation library that AnimationPlayer has by default.
|
||||
|
||||
.. figure:: img/animation_library.webp
|
||||
:alt: Manage animations
|
||||
|
||||
Manage animations
|
||||
|
||||
If there are multiple animation libraries and you try to add an animation, a dialog box will appear with options.
|
||||
|
||||
.. figure:: img/animation_library_dialog.webp
|
||||
:alt: Add a new animation with library option
|
||||
|
||||
Add a new animation with library option
|
||||
|
||||
Adding a track
|
||||
~~~~~~~~~~~~~~
|
||||
|
||||
@@ -160,7 +180,7 @@ create it for us. Click **Create**.
|
||||
Godot will create a new track and insert our first keyframe at the beginning of
|
||||
the timeline:
|
||||
|
||||
.. figure:: img/animation_track.png
|
||||
.. figure:: img/animation_track.webp
|
||||
:alt: The sprite track
|
||||
|
||||
The sprite track
|
||||
@@ -223,7 +243,7 @@ Track settings
|
||||
Each track has a settings panel at the end, where you can set its update
|
||||
mode, track interpolation, and loop mode.
|
||||
|
||||
.. figure:: img/animation_track_settings.png
|
||||
.. figure:: img/animation_track_settings.webp
|
||||
:alt: Track settings
|
||||
|
||||
Track settings
|
||||
@@ -233,17 +253,13 @@ values. This can be:
|
||||
|
||||
- **Continuous:** Update the property on each frame
|
||||
- **Discrete:** Only update the property on keyframes
|
||||
- **Trigger:** Only update the property on keyframes or triggers.
|
||||
Triggers are a type of keyframe used by the
|
||||
``current_animation`` property of a :ref:`class_AnimationPlayer`,
|
||||
and Animation Playback tracks.
|
||||
- **Capture:** if the first keyframe's time is greater than ``0.0``, the
|
||||
current value of the property will be remembered and
|
||||
will be blended with the first animation key. For example, you
|
||||
could use the Capture mode to move a node that's located anywhere
|
||||
to a specific location.
|
||||
|
||||
.. figure:: img/animation_track_rate.png
|
||||
.. figure:: img/animation_track_rate.webp
|
||||
:alt: Track mode
|
||||
|
||||
Track mode
|
||||
@@ -259,8 +275,10 @@ keyframes. These interpolation modes are supported:
|
||||
the two keyframes
|
||||
- Cubic: Set the value based on a cubic function calculation between
|
||||
the two keyframes
|
||||
- Linear Angle (Only appears in rotation property): Linear mode with shortest path rotation
|
||||
- Cubic Angle (Only appears in rotation property): Cubic mode with shortest path rotation
|
||||
|
||||
.. figure:: img/animation_track_interpolation.png
|
||||
.. figure:: img/animation_track_interpolation.webp
|
||||
:alt: Track interpolation
|
||||
|
||||
Track interpolation
|
||||
@@ -273,7 +291,7 @@ pace, resulting in a more robotic effect.
|
||||
Godot supports two loop modes, which affect the animation when it's set to
|
||||
loop:
|
||||
|
||||
.. figure:: img/animation_track_loop_modes.png
|
||||
.. figure:: img/animation_track_loop_modes.webp
|
||||
:alt: Loop modes
|
||||
|
||||
Loop modes
|
||||
@@ -296,7 +314,7 @@ display a small keyframe button in the *Inspector* for each of the sprite's
|
||||
properties. Click on one of these buttons to add a track and keyframe to
|
||||
the current animation.
|
||||
|
||||
.. figure:: img/animation_properties_keyframe.png
|
||||
.. figure:: img/animation_properties_keyframe.webp
|
||||
:alt: Keyframes for other properties
|
||||
|
||||
Keyframes for other properties
|
||||
@@ -307,7 +325,7 @@ Edit keyframes
|
||||
You can click on a keyframe in the animation timeline to display and
|
||||
edit its value in the *Inspector*.
|
||||
|
||||
.. figure:: img/animation_keyframe_editor_key.png
|
||||
.. figure:: img/animation_keyframe_editor_key.webp
|
||||
:alt: Keyframe editor editing a key
|
||||
|
||||
Keyframe editor editing a key
|
||||
@@ -347,3 +365,5 @@ When adding tracks on new animations, the editor will ask you to automatically
|
||||
create a RESET track when using the keyframe icon next to a property in the inspector.
|
||||
This does not apply on tracks created with Godot versions prior to 3.4,
|
||||
as the animation reset track feature was added in 3.4.
|
||||
|
||||
.. note:: RESET tracks is also used as a reference value for blending. See also `For better blending <../tutorials/animation/animation_tree.html#for-better-blending>`__.
|
||||
|
||||