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Animation¶
Inherits: Resource < RefCounted < Object
Holds data that can be used to animate anything in the engine.
Description¶
This resource holds data that can be used to animate anything in the engine. Animations are divided into tracks and each track must be linked to a node. The state of that node can be changed through time, by adding timed keys (events) to the track.
# This creates an animation that makes the node "Enemy" move to the right by
# 100 pixels in 0.5 seconds.
var animation = Animation.new()
var track_index = animation.add_track(Animation.TYPE_VALUE)
animation.track_set_path(track_index, "Enemy:position:x")
animation.track_insert_key(track_index, 0.0, 0)
animation.track_insert_key(track_index, 0.5, 100)
// This creates an animation that makes the node "Enemy" move to the right by
// 100 pixels in 0.5 seconds.
var animation = new Animation();
int trackIndex = animation.AddTrack(Animation.TrackType.Value);
animation.TrackSetPath(trackIndex, "Enemy:position:x");
animation.TrackInsertKey(trackIndex, 0.0f, 0);
animation.TrackInsertKey(trackIndex, 0.5f, 100);
Animations are just data containers, and must be added to nodes such as an AnimationPlayer to be played back. Animation tracks have different types, each with its own set of dedicated methods. Check TrackType to see available types.
Note: For 3D position/rotation/scale, using the dedicated TYPE_POSITION_3D, TYPE_ROTATION_3D and TYPE_SCALE_3D track types instead of TYPE_VALUE is recommended for performance reasons.
Tutorials¶
Properties¶
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Methods¶
animation_track_get_key_animation ( int track_idx, int key_idx ) const |
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animation_track_insert_key ( int track_idx, float time, StringName animation ) |
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void |
animation_track_set_key_animation ( int track_idx, int key_idx, StringName animation ) |
audio_track_get_key_end_offset ( int track_idx, int key_idx ) const |
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audio_track_get_key_start_offset ( int track_idx, int key_idx ) const |
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audio_track_get_key_stream ( int track_idx, int key_idx ) const |
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audio_track_insert_key ( int track_idx, float time, Resource stream, float start_offset=0, float end_offset=0 ) |
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audio_track_is_use_blend ( int track_idx ) const |
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void |
audio_track_set_key_end_offset ( int track_idx, int key_idx, float offset ) |
void |
audio_track_set_key_start_offset ( int track_idx, int key_idx, float offset ) |
void |
audio_track_set_key_stream ( int track_idx, int key_idx, Resource stream ) |
void |
audio_track_set_use_blend ( int track_idx, bool enable ) |
bezier_track_get_key_in_handle ( int track_idx, int key_idx ) const |
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bezier_track_get_key_out_handle ( int track_idx, int key_idx ) const |
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bezier_track_get_key_value ( int track_idx, int key_idx ) const |
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bezier_track_insert_key ( int track_idx, float time, float value, Vector2 in_handle=Vector2(0, 0), Vector2 out_handle=Vector2(0, 0) ) |
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bezier_track_interpolate ( int track_idx, float time ) const |
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void |
bezier_track_set_key_in_handle ( int track_idx, int key_idx, Vector2 in_handle, float balanced_value_time_ratio=1.0 ) |
void |
bezier_track_set_key_out_handle ( int track_idx, int key_idx, Vector2 out_handle, float balanced_value_time_ratio=1.0 ) |
void |
bezier_track_set_key_value ( int track_idx, int key_idx, float value ) |
blend_shape_track_insert_key ( int track_idx, float time, float amount ) |
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blend_shape_track_interpolate ( int track_idx, float time_sec ) const |
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void |
clear ( ) |
void |
compress ( int page_size=8192, int fps=120, float split_tolerance=4.0 ) |
void |
copy_track ( int track_idx, Animation to_animation ) |
find_track ( NodePath path, TrackType type ) const |
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get_track_count ( ) const |
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method_track_get_name ( int track_idx, int key_idx ) const |
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method_track_get_params ( int track_idx, int key_idx ) const |
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position_track_insert_key ( int track_idx, float time, Vector3 position ) |
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position_track_interpolate ( int track_idx, float time_sec ) const |
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void |
remove_track ( int track_idx ) |
rotation_track_insert_key ( int track_idx, float time, Quaternion rotation ) |
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rotation_track_interpolate ( int track_idx, float time_sec ) const |
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scale_track_insert_key ( int track_idx, float time, Vector3 scale ) |
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scale_track_interpolate ( int track_idx, float time_sec ) const |
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track_find_key ( int track_idx, float time, FindMode find_mode=0 ) const |
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track_get_interpolation_loop_wrap ( int track_idx ) const |
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track_get_interpolation_type ( int track_idx ) const |
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track_get_key_count ( int track_idx ) const |
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track_get_key_time ( int track_idx, int key_idx ) const |
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track_get_key_transition ( int track_idx, int key_idx ) const |
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track_get_key_value ( int track_idx, int key_idx ) const |
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track_get_path ( int track_idx ) const |
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track_get_type ( int track_idx ) const |
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track_insert_key ( int track_idx, float time, Variant key, float transition=1 ) |
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track_is_compressed ( int track_idx ) const |
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track_is_enabled ( int track_idx ) const |
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track_is_imported ( int track_idx ) const |
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void |
track_move_down ( int track_idx ) |
void |
track_move_to ( int track_idx, int to_idx ) |
void |
track_move_up ( int track_idx ) |
void |
track_remove_key ( int track_idx, int key_idx ) |
void |
track_remove_key_at_time ( int track_idx, float time ) |
void |
track_set_enabled ( int track_idx, bool enabled ) |
void |
track_set_imported ( int track_idx, bool imported ) |
void |
track_set_interpolation_loop_wrap ( int track_idx, bool interpolation ) |
void |
track_set_interpolation_type ( int track_idx, InterpolationType interpolation ) |
void |
track_set_key_time ( int track_idx, int key_idx, float time ) |
void |
track_set_key_transition ( int track_idx, int key_idx, float transition ) |
void |
track_set_key_value ( int track_idx, int key, Variant value ) |
void |
track_set_path ( int track_idx, NodePath path ) |
void |
track_swap ( int track_idx, int with_idx ) |
value_track_get_update_mode ( int track_idx ) const |
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value_track_interpolate ( int track_idx, float time_sec ) const |
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void |
value_track_set_update_mode ( int track_idx, UpdateMode mode ) |
Enumerations¶
enum TrackType:
TrackType TYPE_VALUE = 0
Value tracks set values in node properties, but only those which can be interpolated. For 3D position/rotation/scale, using the dedicated TYPE_POSITION_3D, TYPE_ROTATION_3D and TYPE_SCALE_3D track types instead of TYPE_VALUE is recommended for performance reasons.
TrackType TYPE_POSITION_3D = 1
3D position track (values are stored in Vector3s).
TrackType TYPE_ROTATION_3D = 2
3D rotation track (values are stored in Quaternions).
TrackType TYPE_SCALE_3D = 3
3D scale track (values are stored in Vector3s).
TrackType TYPE_BLEND_SHAPE = 4
Blend shape track.
TrackType TYPE_METHOD = 5
Method tracks call functions with given arguments per key.
TrackType TYPE_BEZIER = 6
Bezier tracks are used to interpolate a value using custom curves. They can also be used to animate sub-properties of vectors and colors (e.g. alpha value of a Color).
TrackType TYPE_AUDIO = 7
Audio tracks are used to play an audio stream with either type of AudioStreamPlayer. The stream can be trimmed and previewed in the animation.
TrackType TYPE_ANIMATION = 8
Animation tracks play animations in other AnimationPlayer nodes.
enum InterpolationType:
InterpolationType INTERPOLATION_NEAREST = 0
No interpolation (nearest value).
InterpolationType INTERPOLATION_LINEAR = 1
Linear interpolation.
InterpolationType INTERPOLATION_CUBIC = 2
Cubic interpolation. This looks smoother than linear interpolation, but is more expensive to interpolate. Stick to INTERPOLATION_LINEAR for complex 3D animations imported from external software, even if it requires using a higher animation framerate in return.
InterpolationType INTERPOLATION_LINEAR_ANGLE = 3
Linear interpolation with shortest path rotation.
Note: The result value is always normalized and may not match the key value.
InterpolationType INTERPOLATION_CUBIC_ANGLE = 4
Cubic interpolation with shortest path rotation.
Note: The result value is always normalized and may not match the key value.
enum UpdateMode:
UpdateMode UPDATE_CONTINUOUS = 0
Update between keyframes and hold the value.
UpdateMode UPDATE_DISCRETE = 1
Update at the keyframes.
UpdateMode UPDATE_CAPTURE = 2
Same as linear interpolation, but also interpolates from the current value (i.e. dynamically at runtime) if the first key isn't at 0 seconds.
enum LoopMode:
LoopMode LOOP_NONE = 0
At both ends of the animation, the animation will stop playing.
LoopMode LOOP_LINEAR = 1
At both ends of the animation, the animation will be repeated without changing the playback direction.
LoopMode LOOP_PINGPONG = 2
Repeats playback and reverse playback at both ends of the animation.
enum LoopedFlag:
LoopedFlag LOOPED_FLAG_NONE = 0
This flag indicates that the animation proceeds without any looping.
LoopedFlag LOOPED_FLAG_END = 1
This flag indicates that the animation has reached the end of the animation and just after loop processed.
LoopedFlag LOOPED_FLAG_START = 2
This flag indicates that the animation has reached the start of the animation and just after loop processed.
enum FindMode:
FindMode FIND_MODE_NEAREST = 0
Finds the nearest time key.
FindMode FIND_MODE_APPROX = 1
Finds only the key with approximating the time.
FindMode FIND_MODE_EXACT = 2
Finds only the key with matching the time.
Property Descriptions¶
float length = 1.0
The total length of the animation (in seconds).
Note: Length is not delimited by the last key, as this one may be before or after the end to ensure correct interpolation and looping.
LoopMode loop_mode = 0
Determines the behavior of both ends of the animation timeline during animation playback. This is used for correct interpolation of animation cycles, and for hinting the player that it must restart the animation.
float step = 0.1
The animation step value.
Method Descriptions¶
int add_track (