Up to date
This page is up to date for Godot 4.1
.
If you still find outdated information, please open an issue.
AnimationPlayer¶
A node used for animation playback.
Description¶
An animation player is used for general-purpose playback of animations. 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 better-suited than Tween for more complex animations, for example ones with non-trivial timings. It can also be used over Tween if the animation track editor is more convenient than doing it in code.
Updating the target properties of animations occurs at the process frame.
Tutorials¶
Properties¶
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
Methods¶
Signals¶
animation_changed ( StringName old_name, StringName new_name )
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.
animation_finished ( StringName anim_name )
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.
animation_started ( StringName anim_name )
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:
AnimationProcessCallback ANIMATION_PROCESS_PHYSICS = 0
Process animation during physics frames (see Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS). This is especially useful when animating physics bodies.
AnimationProcessCallback ANIMATION_PROCESS_IDLE = 1
Process animation during process frames (see Node.NOTIFICATION_INTERNAL_PROCESS).
AnimationProcessCallback ANIMATION_PROCESS_MANUAL = 2
Do not process animation. Use advance to process the animation manually.
enum AnimationMethodCallMode:
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.
AnimationMethodCallMode ANIMATION_METHOD_CALL_IMMEDIATE = 1
Make method calls immediately when reached in the animation.
Property Descriptions¶
String assigned_animation
If playing, 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.
int audio_max_polyphony = 32
The number of possible simultaneous sounds for each of the assigned AudioStreamPlayers.
For example, if this value is 32
and the animation has two audio tracks, the two AudioStreamPlayers assigned can play simultaneously up to 32
voices each.
String autoplay = ""
The key of the animation to play when the scene loads.
String 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
float get_current_animation_length ( )
The length (in seconds) of the currently playing animation.
float current_animation_position
float get_current_animation_position ( )
The position (in seconds) of the currently playing animation.
AnimationMethodCallMode method_call_mode = 0
void set_method_call_mode ( AnimationMethodCallMode value )
AnimationMethodCallMode get_method_call_mode ( )
The call mode to use for Call Method tracks.
bool movie_quit_on_finish = false
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
If true
, updates animations in response to process-related notifications.
float playback_default_blend_time = 0.0
The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision.
AnimationProcessCallback playback_process_mode = 1
void set_process_callback ( AnimationProcessCallback