AnimationTree¶
A node to be used for advanced animation transitions in an AnimationPlayer.
Description¶
A node to be used for advanced animation transitions in an AnimationPlayer.
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¶
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Methods¶
_post_process_key_value ( Animation animation, int track, Variant value, Object object, int object_idx ) virtual const |
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void |
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get_root_motion_position ( ) const |
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get_root_motion_rotation ( ) const |
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get_root_motion_scale ( ) const |
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void |
rename_parameter ( String old_name, String new_name ) |
Signals¶
animation_finished ( StringName anim_name )
Notifies when an animation finished playing.
Note: This signal is not emitted if an animation is looping or aborted. Also be aware of the possibility of unseen playback by sync and xfade.
animation_player_changed ( )
Emitted when the anim_player is changed.
animation_started ( StringName anim_name )
Notifies when an animation starts playing.
Note: This signal is not emitted if an animation is looping or playbacked from the middle. Also be aware of the possibility of unseen playback by sync and xfade.
Enumerations¶
enum AnimationProcessCallback:
AnimationProcessCallback ANIMATION_PROCESS_PHYSICS = 0
The animations will progress during the physics frame (i.e. Node._physics_process).
AnimationProcessCallback ANIMATION_PROCESS_IDLE = 1
The animations will progress during the idle frame (i.e. Node._process).
AnimationProcessCallback ANIMATION_PROCESS_MANUAL = 2
The animations will only progress manually (see advance).
Property Descriptions¶
bool active = false
If true
, the AnimationTree will be processing.
NodePath advance_expression_base_node = NodePath(".")
void set_advance_expression_base_node ( NodePath value )
NodePath get_advance_expression_base_node ( )
The path to the Node used to evaluate the AnimationNode Expression if one is not explicitly specified internally.
NodePath anim_player = NodePath("")
The path to the AnimationPlayer used for animating.
AnimationProcessCallback process_callback = 1
void set_process_callback ( AnimationProcessCallback value )
AnimationProcessCallback get_process_callback ( )
The process mode of this AnimationTree. See AnimationProcessCallback for available modes.
NodePath root_motion_track = NodePath("")
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_POSITION_3D, Animation.TYPE_ROTATION_3D or Animation.TYPE_SCALE_3D the transformation will be canceled visually, and the animation will appear to stay in place. See also get_root_motion_position, get_root_motion_rotation, get_root_motion_scale and RootMotionView.
AnimationNode tree_root
void set_tree_root ( AnimationNode value )
AnimationNode get_tree_root ( )
The root animation node of this AnimationTree. See AnimationNode.
Method Descriptions¶
Variant _post_process_key_value ( Animation animation, int track, Variant value, Object object, int object_idx ) virtual const
A virtual function for processing after key getting during playback.
void advance ( float delta )
Manually advance the animations by the specified time (in seconds).
Vector3 get_root_motion_position ( ) const
Retrieve the motion of position with the root_motion_track as a Vector3 that can be used elsewhere.
If root_motion_track is not a path to a track of type Animation.TYPE_POSITION_3D, returns Vector3(0, 0, 0)
.
See also root_motion_track and RootMotionView.
The most basic example is applying position to CharacterBody3D:
var current_rotation: Quaternion
func _process(delta):
if Input.is_action_just_pressed("animate"):
current_rotation = get_quaternion()
state_machine.travel("Animate")
var velocity: Vector3 = current_rotation * animation_tree.get_root_motion_position() / delta
set_velocity(velocity)
move_and_slide()
Quaternion get_root_motion_rotation ( ) const
Retrieve the motion of rotation with the root_motion_track as a Quaternion that can be used elsewhere.
If root_motion_track is not a path to a track of type Animation.TYPE_ROTATION_3D, returns Quaternion(0, 0, 0, 1)
.
See also root_motion_track and RootMotionView.
The most basic example is applying rotation to CharacterBody3D:
func _process(delta):
if Input.is_action_just_pressed("animate"):
state_machine.travel("Animate")
set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
Vector3 get_root_motion_scale ( ) const
Retrieve the motion of scale with the root_motion_track as a Vector3 that can be used elsewhere.
If root_motion_track is not a path to a track of type Animation.TYPE_SCALE_3D, returns Vector3(0, 0, 0)
.
See also root_motion_track and RootMotionView.
The most basic example is applying scale to CharacterBody3D:
var current_scale: Vector3 = Vector3(1, 1, 1)
var scale_accum: Vector3 = Vector3(1, 1, 1)
func _process(delta):
if Input.is_action_just_pressed("animate"):
current_scale = get_scale()
scale_accum = Vector3(1, 1, 1)
state_machine.travel("Animate")
scale_accum += animation_tree.get_root_motion_scale()
set_scale(current_scale * scale_accum)
void rename_parameter ( String old_name, String new_name )
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