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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)

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

float

length

1.0

LoopMode

loop_mode

0

float

step

0.1

Methods

int

add_track ( TrackType type, int at_position=-1 )

StringName

animation_track_get_key_animation ( int track_idx, int key_idx ) const

int

animation_track_insert_key ( int track_idx, float time, StringName animation )

void

animation_track_set_key_animation ( int track_idx, int key_idx, StringName animation )

float

audio_track_get_key_end_offset ( int track_idx, int key_idx ) const

float

audio_track_get_key_start_offset ( int track_idx, int key_idx ) const

Resource

audio_track_get_key_stream ( int track_idx, int key_idx ) const

int

audio_track_insert_key ( int track_idx, float time, Resource stream, float start_offset=0, float end_offset=0 )

bool

audio_track_is_use_blend ( int track_idx ) const

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 )

Vector2

bezier_track_get_key_in_handle ( int track_idx, int key_idx ) const

Vector2

bezier_track_get_key_out_handle ( int track_idx, int key_idx ) const

float

bezier_track_get_key_value ( int track_idx, int key_idx ) const

int

bezier_track_insert_key ( int track_idx, float time, float value, Vector2 in_handle=Vector2(0, 0), Vector2 out_handle=Vector2(0, 0) )

float

bezier_track_interpolate ( int track_idx, float time ) const

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 )

int

blend_shape_track_insert_key ( int track_idx, float time, float amount )

float

blend_shape_track_interpolate ( int track_idx, float time_sec ) const

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 )

int

find_track ( NodePath path, TrackType type ) const

int

get_track_count ( ) const

StringName

method_track_get_name ( int track_idx, int key_idx ) const

Array

method_track_get_params ( int track_idx, int key_idx ) const

int

position_track_insert_key ( int track_idx, float time, Vector3 position )

Vector3

position_track_interpolate ( int track_idx, float time_sec ) const

void

remove_track ( int track_idx )

int

rotation_track_insert_key ( int track_idx, float time, Quaternion rotation )

Quaternion

rotation_track_interpolate ( int track_idx, float time_sec ) const

int

scale_track_insert_key ( int track_idx, float time, Vector3 scale )

Vector3

scale_track_interpolate ( int track_idx, float time_sec ) const

int

track_find_key ( int track_idx, float time, FindMode find_mode=0 ) const

bool

track_get_interpolation_loop_wrap ( int track_idx ) const

InterpolationType

track_get_interpolation_type ( int track_idx ) const

int

track_get_key_count ( int track_idx ) const

float

track_get_key_time ( int track_idx, int key_idx ) const

float

track_get_key_transition ( int track_idx, int key_idx ) const

Variant

track_get_key_value ( int track_idx, int key_idx ) const

NodePath

track_get_path ( int track_idx ) const

TrackType

track_get_type ( int track_idx ) const

int

track_insert_key ( int track_idx, float time, Variant key, float transition=1 )

bool

track_is_compressed ( int track_idx ) const

bool

track_is_enabled ( int track_idx ) const

bool

track_is_imported ( int track_idx ) const

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 )

UpdateMode

value_track_get_update_mode ( int track_idx ) const

Variant

value_track_interpolate ( int track_idx, float time_sec ) const

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

  • void set_length ( float value )

  • float get_length ( )

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

  • void set_step ( float value )

  • float get_step ( )

The animation step value.


Method Descriptions

int add_track (