AnimationPlayer

Inherits: Node < Object

Player of Animation resources.

Description

An animation player is used for general-purpose playback of Animation resources. It contains a dictionary of AnimationLibrary resources and custom blend times between animation transitions.

Some methods and properties use a single key to reference an animation directly. These keys are formatted as the key for the library, followed by a forward slash, then the key for the animation within the library, for example "movement/run". If the library's key is an empty string (known as the default library), the forward slash is omitted, being the same key used by the library.

AnimationPlayer is more suited than Tween for animations where you know the final values in advance. For example, fading a screen in and out is more easily done with an AnimationPlayer node thanks to the animation tools provided by the editor. That particular example can also be implemented with a Tween, but it requires doing everything by code.

Updating the target properties of animations occurs at process time.

Tutorials

Properties

String

assigned_animation

String

autoplay

""

String

current_animation

""

float

current_animation_length

float

current_animation_position

AnimationMethodCallMode

method_call_mode

0

bool

movie_quit_on_finish

false

bool

playback_active

float

playback_default_blend_time

0.0

AnimationProcessCallback

playback_process_mode

1

float

playback_speed

1.0

bool

reset_on_save

true

NodePath

root_node

NodePath("..")

Methods

Error

add_animation_library ( StringName name, AnimationLibrary library )

void

advance ( float delta )

StringName

animation_get_next ( StringName anim_from ) const

void

animation_set_next ( StringName anim_from, StringName anim_to )

void

clear_caches ( )

void

clear_queue ( )

StringName

find_animation ( Animation animation ) const

StringName

find_animation_library ( Animation animation ) const

Animation

get_animation ( StringName name ) const

AnimationLibrary

get_animation_library ( StringName name ) const

StringName[]

get_animation_library_list ( ) const

PackedStringArray

get_animation_list ( ) const

float

get_blend_time ( StringName anim_from, StringName anim_to ) const

float

get_playing_speed ( ) const

PackedStringArray

get_queue ( )

bool

has_animation ( StringName name ) const

bool

has_animation_library ( StringName name ) const

bool

is_playing ( ) const

void

play ( StringName name="", float custom_blend=-1, float custom_speed=1.0, bool from_end=false )

void

play_backwards ( StringName name="", float custom_blend=-1 )

void

queue ( StringName name )

void

remove_animation_library ( StringName name )

void

rename_animation_library ( StringName name, StringName newname )

void

seek ( float seconds, bool update=false )

void

set_blend_time ( StringName anim_from, StringName anim_to, float sec )

void

stop ( bool reset=true )

Signals

Emitted when a queued animation plays after the previous animation finished. See queue.

Note: The signal is not emitted when the animation is changed via play or by an AnimationTree.


Notifies when an animation finished playing.

Note: This signal is not emitted if an animation is looping.


  • animation_libraries_updated ( )

Notifies when the animation libraries have changed.


  • animation_list_changed ( )

Notifies when an animation list is changed.


Notifies when an animation starts playing.


  • caches_cleared ( )

Notifies when the caches have been cleared, either automatically, or manually via clear_caches.

Enumerations

enum AnimationProcessCallback:

  • ANIMATION_PROCESS_PHYSICS = 0 --- Process animation during the physics process. This is especially useful when animating physics bodies.

  • ANIMATION_PROCESS_IDLE = 1 --- Process animation during the idle process.

  • ANIMATION_PROCESS_MANUAL = 2 --- Do not process animation. Use advance to process the animation manually.


enum AnimationMethodCallMode:

  • ANIMATION_METHOD_CALL_DEFERRED = 0 --- Batch method calls during the animation process, then do the calls after events are processed. This avoids bugs involving deleting nodes or modifying the AnimationPlayer while playing.

  • ANIMATION_METHOD_CALL_IMMEDIATE = 1 --- Make method calls immediately when reached in the animation.

Property Descriptions

Setter

set_assigned_animation(value)

Getter

get_assigned_animation()

If playing, the the current animation's key, otherwise, the animation last played. When set, this changes the animation, but will not play it unless already playing. See also current_animation.


Default

""

Setter

set_autoplay(value)

Getter

get_autoplay()

The key of the animation to play when the scene loads.


Default

""

Setter

set_current_animation(value)

Getter

get_current_animation()

The key of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See play for more information on playing animations.

Note: While this property appears in the Inspector, it's not meant to be edited, and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see Animation.


  • float current_animation_length

Getter

get_current_animation_length()

The length (in seconds) of the currently playing animation.


  • float current_animation_position

Getter

get_current_animation_position()

The position (in seconds) of the currently playing animation.


Default

0

Setter

set_method_call_mode(value)

Getter

get_method_call_mode()

The call mode to use for Call Method tracks.


  • bool movie_quit_on_finish

Default

false

Setter

set_movie_quit_on_finish_enabled(value)

Getter

is_movie_quit_on_finish_enabled()

If true and the engine is running in Movie Maker mode (see MovieWriter), exits the engine with SceneTree.quit as soon as an animation is done playing in this AnimationPlayer. A message is printed when the engine quits for this reason.

Note: This obeys the same logic as the animation_finished signal, so it will not quit the engine if the animation is set to be looping.


  • bool playback_active

Setter

set_active(value)

Getter

is_active()

If true, updates animations in response to process-related notifications.


  • float playback_default_blend_time

Default

0.0

Setter

set_default_blend_time(value)

Getter

get_default_blend_time()

The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision.


Default

1

Setter

set_process_callback(value)

Getter

get_process_callback()

The process notification in which to update animations.


Default

1.0

Setter

set_speed_scale(value)

Getter

get_speed_scale()

The speed scaling ratio. For example, if this value is 1, then the animation plays at normal speed. If it's 0.5, then it plays at half speed. If it's 2, then it plays at double speed.


  • bool reset_on_save

Default

true

Setter

set_reset_on_save_enabled(value)

Getter

is_reset_on_save_enabled()

This is used by the editor. If set to true, the scene will be saved with the effects of the reset animation (the animation with the key "RESET") applied as if it had been seeked to time 0, with the editor keeping the values that the scene had before saving.

This makes it more convenient to preview and edit animations in the editor, as changes to the scene will not be saved as long as they are set in the reset animation.


Default

NodePath("..")

Setter

set_root(value)

Getter

get_root()

The node from which node path references will travel.

Method Descriptions

Adds library to the animation player, under the key name.


  • void advance ( float delta )

Shifts position in the animation timeline and immediately updates the animation. delta is the time in seconds to shift. Events between the current frame and delta are handled.


Returns the key of the animation which is queued to play after the anim_from animation.


Triggers the anim_to animation when the anim_from animation completes.


  • void clear_caches ( )

AnimationPlayer caches animated nodes. It may not notice if a node disappears; clear_caches forces it to update the cache again.


  • void clear_queue ( )

Clears all queued, unplayed animations.


Returns the key of animation or an empty StringName if not found.


Returns the key for the AnimationLibrary that contains animation or an empty StringName if not found.


Returns the Animation with the key name. If the animation does not exist, null is returned and an error is logged.


Returns the first AnimationLibrary with key name or null if not found.


Returns the list of stored library keys.


Returns the list of stored animation keys.


Gets the blend time (in seconds) between two animations, referenced by their keys.


  • float get_playing_speed ( ) const

Gets the actual playing speed of current animation or 0 if not playing. This speed is the playback_speed property multiplied by custom_speed argument specified when calling the play method.


Returns a list of the animation keys that are currently queued to play.


Returns true if the AnimationPlayer stores an Animation with key name.


Returns true if the AnimationPlayer stores an AnimationLibrary with key name.


  • bool is_playing ( ) const

Returns true if playing an animation.


Plays the animation with key name. Custom blend times and speed can be set. If custom_speed is negative and from_end is true, the animation will play backwards (which is equivalent to calling play_backwards).

The AnimationPlayer keeps track of its current or last played animation with assigned_animation. If this method is called with that same animation name, or with no name parameter, the assigned animation will resume playing if it was paused, or restart if it was stopped (see stop for both pause and stop). If the animation was already playing, it will keep playing.

Note: The animation will be updated the next time the AnimationPlayer is processed. If other variables are updated at the same time this is called, they may be updated too early. To perform the update immediately, call advance(0).


Plays the animation with key name in reverse.

This method is a shorthand for play with custom_speed = -1.0 and from_end = true, so see its description for more information.


Queues an animation for playback once the current one is done.

Note: If a looped animation is currently playing, the queued animation will never play unless the looped animation is stopped somehow.


  • void remove_animation_library ( StringName name )

Removes the AnimationLibrary associated with the key name.


Moves the AnimationLibrary associated with the key name to the key newname.


  • void seek ( float seconds, bool update=false )

Seeks the animation to the seconds point in time (in seconds). If update is true, the animation updates too, otherwise it updates at process time. Events between the current frame and seconds are skipped.

Note: Seeking to the end of the animation doesn't emit animation_finished. If you want to skip animation and emit the signal, use advance.


Specifies a blend time (in seconds) between two animations, referenced by their keys.


  • void stop ( bool reset=true )

Stops or pauses the currently playing animation. If reset is true, the animation position is reset to 0 and the playback speed is reset to 1.0.

If reset is false, the current_animation_position will be kept and calling play or play_backwards without arguments or with the same animation name as assigned_animation will resume the animation.