AnimationTree

Inherits: Node < Object AnimationPlayer.

Description

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

  • Using AnimationTree
  • Third Person Shooter Demo

    Properties

    Methods

    Enumerations

    AnimationProcessMode:
  • ANIMATION_PROCESS_PHYSICS = 0 —- The animations will progress during the physics frame (i.e. Node._physics_process).
  • ANIMATION_PROCESS_IDLE = 1 —- The animations will progress during the idle frame (i.e. Node._process).
  • ANIMATION_PROCESS_MANUAL = 2 —- The animations will only progress manually (see advance).

    Property Descriptions

  • bool active true, the AnimationTree will be processing.

  • NodePath anim_player AnimationPlayer used for animating.

  • AnimationProcessMode process_mode AnimationTree. See AnimationProcessMode for available modes.

  • NodePath root_motion_track ":". For example, "character/skeleton:ankle" or "character/mesh:transform/local". Animation.TYPE_TRANSFORM, the transformation will be cancelled visually, and the animation will appear to stay in place. See also get_root_motion_transform and RootMotionView.

  • AnimationNode tree_root AnimationTree. See AnimationNode.

    Method Descriptions

  • advance ( float delta ) Manually advance the animations by the specified time (in seconds).

  • Transform get_root_motion_transform ( ) const root_motion_track as a Transform that can be used elsewhere. If root_motion_track is not a path to a track of type Animation.TYPE_TRANSFORM, returns an identity transformation. See also root_motion_track and RootMotionView.

  • rename_parameter ( String old_name, String new_name )