AnimationTree
A node to be used for advanced animation transitions in an AnimationPlayer.
Description
Note: When linked with an AnimationPlayer, several properties and methods of the corresponding AnimationPlayer will not function as expected. Playback and transitions should be handled using only the AnimationTree
and its constituent AnimationNode(s). The AnimationPlayer node should be used solely for adding, deleting, and editing animations.
Tutorials
Properties
bool | active | false |
NodePath | anim_player | NodePath("") |
AnimationProcessMode | process_mode | 1 |
NodePath | root_motion_track | NodePath("") |
AnimationNode | tree_root |
Methods
void | advance ( float delta ) |
Transform | get_root_motion_transform ( ) const |
void | rename_parameter ( String old_name, String new_name ) |
Enumerations
enum AnimationProcessMode:
- ANIMATION_PROCESS_PHYSICS = 0 --- The animations will progress during the physics frame (i.e. Node._physics_process).
- ANIMATION_PROCESS_IDLE = 1 --- The animations will progress during the idle frame (i.e. Node._process).
- ANIMATION_PROCESS_MANUAL = 2 --- The animations will only progress manually (see advance).
Property Descriptions
bool active
Default | false |
Setter | set_active(value) |
Getter | is_active() |
If true
, the AnimationTree
will be processing.
NodePath anim_player
Default | NodePath("") |
Setter | set_animation_player(value) |
Getter | get_animation_player() |
The path to the AnimationPlayer used for animating.
AnimationProcessMode process_mode
Default | 1 |
Setter | set_process_mode(value) |
Getter | get_process_mode() |
The process mode of this AnimationTree
. See AnimationProcessMode for available modes.
NodePath root_motion_track
Default | NodePath("") |
Setter | set_root_motion_track(value) |
Getter | get_root_motion_track() |
The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by ":"
. For example, "character/skeleton:ankle"
or "character/mesh:transform/local"
.
If the track has type Animation.TYPE_TRANSFORM, the transformation will be cancelled visually, and the animation will appear to stay in place.
AnimationNode tree_root
Setter | set_tree_root(value) |
Getter | get_tree_root() |
The root animation node of this AnimationTree
. See AnimationNode.
Method Descriptions
void advance ( float delta )
Manually advance the animations by the specified time (in seconds).
Transform get_root_motion_transform ( ) const
Retrieve the motion of the root_motion_track as a Transform that can be used elsewhere. If root_motion_track is not a path to a track of type Animation.TYPE_TRANSFORM, returns an identity transformation.
void rename_parameter ( String old_name, String new_name )
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_animationtree.html