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Proofing/review: Remove filler words, adhere to style guide
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@@ -20,7 +20,7 @@ Land
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Pirates <http://en.wikipedia.org/wiki/Jake_and_the_Never_Land_Pirates>`__
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.
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In video games, this technique also become very popular. Examples of
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In video games, this technique has also become popular. Examples of
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this are `Paper
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Mario <http://en.wikipedia.org/wiki/Super_Paper_Mario>`__ or `Rayman
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Origins <http://en.wikipedia.org/wiki/Rayman_Origins>`__ .
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@@ -37,7 +37,7 @@ unlike other tools meant for this, Godot has the following advantages:
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such as textures, sprite sizes, pivots, opacity, color modulation,
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etc. Everything can be animated and blended.
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- **Mix with Traditional**: AnimatedSprite allows traditional animation
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to be mixed, very useful for complex objects, such as shape of hands
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to be mixed, useful for complex objects, such as shape of hands
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and foot, changing facial expression, etc.
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- **Custom Shaped Elements**: Can be created with
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:ref:`Polygon2D <class_Polygon2D>`
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@@ -82,7 +82,7 @@ create a child sprite and load the torso, later accommodate it properly:
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This looks good. Let's see if our hierarchy works as a skeleton by
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rotating the torso. We can do this be pressing ``E`` to enter rotate mode,
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and dragging with the left mouse button. To exit rotate mode just hit ``ESC``.
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and dragging with the left mouse button. To exit rotate mode hit ``ESC``.
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.. image:: img/tutovec_torso1.gif
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@@ -121,11 +121,7 @@ simple! Or maybe not:
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.. image:: img/tuto_cutout7.png
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Right. Remember your tutorials, Luke. In 2D, parent nodes appear below
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children nodes. Well, this sucks. It seems Godot does not support cutout
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rigs after all. Come back next year, maybe for 3.0.. no wait. Just
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Kidding! It works just fine.
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Right. In 2D, parent nodes appear below children nodes. Well, this sucks.
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But how can this problem be solved? We want the left arm to appear behind
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the hip and the torso. For this, we can move the nodes behind the hip
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(note that you can bypass this by setting the Node2D Z property, but then you
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@@ -346,7 +342,7 @@ This makes the task of animating extremities much simpler.
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Moving sprites above and behind others.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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RemoteTransform2D works in most cases, but sometimes it is really
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RemoteTransform2D works in most cases, but sometimes it is
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necessary to have a node above and below others during an animation. To
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aid on this the "Behind Parent" property exists on any Node2D:
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@@ -355,7 +351,7 @@ aid on this the "Behind Parent" property exists on any Node2D:
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Batch setting transition curves
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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When creating really complex animations and inserting lots of keyframes,
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When creating complex animations and inserting many keyframes,
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editing the individual keyframe curves for each can become an endless
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task. For this, the Animation Editor has a small menu where changing
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animation curves is easy. First select the appropriate keys. Next click on the
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@@ -161,7 +161,7 @@ As we don't have a track already set up for the transform/location
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property, Godot asks, whether it should set it up for us. Click on
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"Create".
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This creates a new track and our very first keyframe at the beginning of
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This creates a new track and our first keyframe at the beginning of
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the timeline:
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.. figure:: img/animation_track.png
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