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AnimationTree¶
A node used for advanced animation transitions in an AnimationPlayer.
Description¶
A node 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_position_accumulator ( ) const |
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get_root_motion_rotation ( ) const |
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get_root_motion_rotation_accumulator ( ) const |
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get_root_motion_scale ( ) const |
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get_root_motion_scale_accumulator ( ) const |
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 physics frames (see Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS).
AnimationProcessCallback ANIMATION_PROCESS_IDLE = 1
The animations will progress during process frames (see Node.NOTIFICATION_INTERNAL_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 )