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Introduction to the animation features

The AnimationPlayer node allows you to create anything from simple to complex animations.

In this guide you learn to:

  • Work with the Animation Panel

  • Animate any property of any node

  • Create a simple animation

In Godot, you can animate anything available in the Inspector, such as Node transforms, sprites, UI elements, particles, visibility and color of materials, and so on. You can also modify values of script variables and even call functions.

Create an AnimationPlayer node

To use the animation tools we first have to create an AnimationPlayer node.

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.

The AnimationPlayer node

The AnimationPlayer node

After you create an AnimationPlayer node, click on it to open the Animation Panel at the bottom of the viewport.

The animation panel position

The animation panel position

The animation panel consists of four parts:

The animation panel

The animation panel

  • Animation controls (i.e. add, load, save, and delete animations)

  • The tracks listing

  • The timeline with keyframes

  • The timeline and track controls, where you can zoom the timeline and edit tracks, for example.

Computer animation relies on keyframes

A keyframe defines the value of a property at a point in time.

Diamond shapes represent keyframes in the timeline. A line between two keyframes indicates that the value doesn't change between them.

Keyframes in Godot

Keyframes in Godot

You set values of a node's properties and create animation keyframes for them. When the animation runs, the engine will interpolate the values between the keyframes, resulting in them gradually changing over time.

Two keyframes are all it takes to obtain a smooth motion

Two keyframes are all it takes to obtain a smooth motion

The timeline defines how long the animation will take. You can insert keyframes at various points, and change their timing.

The timeline in the animation panel

The timeline in the animation panel

Each line in the Animation Panel is an animation track that references a Normal or Transform property of a node. Each track stores a path to a node and its affected property. For example, the position track in the illustration refers to the position property of the Sprite2D node.

Example of Normal animation tracks

Example of Normal animation tracks

Tip

If you animate the wrong property, you can edit a track's path at any time by double-clicking on it and typing the new path. Play the animation using the "Play from beginning" button Play from beginning (or pressing Shift + D on keyboard) to see the changes instantly.

Tutorial: Creating a simple animation

Scene setup

For this tutorial, we'll create a Sprite node with an AnimationPlayer as its child. We will animate the sprite to move between two points on the screen.

Our scene setup

Our scene setup

Warning

AnimationPlayer inherits from Node instead of Node2D or Node3D, which means that the child nodes will not inherit the transform from the parent nodes due to a bare Node being present in the hierarchy.

Therefore, it is not recommended to add nodes that have a 2D/3D transform as a child of an AnimationPlayer node.

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.

Add a new animation

Add a new animatio