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¶
|
||
|
||
|
||
|
||
|
||
|
||
Methods¶
_post_process_key_value ( Animation animation, int track, Variant value, Object object, int object_idx ) virtual const |
|
void |
|
get_root_motion_position ( ) const |
|
get_root_motion_position_accumulator ( ) const |
|
get_root_motion_rotation ( ) const |
|
get_root_motion_rotation_accumulator ( ) const |
|
get_root_motion_scale ( ) const |
|
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 )
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.
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.
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 delta 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()
By using this in combination with get_root_motion_position_accumulator, you can apply the root motion position more correctly to account for the rotation of the node.
func _process(delta):
if Input.is_action_just_pressed("animate"):
state_machine.travel("Animate")
set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
var velocity: Vector3 = (animation_tree.get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * animation_tree.get_root_motion_position() / delta
set_velocity(velocity)
move_and_slide()
Vector3 get_root_motion_position_accumulator ( ) const
Retrieve the blended value of the position tracks with the root_motion_track as a Vector3 that can be used elsewhere.
This is useful in cases where you want to respect the initial key values of the animation.
For example, if an animation with only one key Vector3(0, 0, 0)
is played in the previous frame and then an animation with only one key Vector3(1, 0, 1)
is played in the next frame, the difference can be calculated as follows:
var prev_root_motion_position_accumulator: Vector3
func _process(delta):
if Input.is_action_just_pressed("animate"):
state_machine.travel("Animate")
var current_root_motion_position_accumulator: Vector3 = animation_tree.get_root_motion_position_accumulator()
var difference: Vector3 = current_root_motion_position_accumulator - prev_root_motion_position_accumulator
prev_root_motion_position_accumulator = current_root_motion_position_accumulator
transform.origin += difference
However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.
Quaternion get_root_motion_rotation ( ) const
Retrieve the motion delta 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())
Quaternion get_root_motion_rotation_accumulator ( ) const
Retrieve the blended value of the rotation tracks with the root_motion_track as a Quaternion that can be used elsewhere.
This is necessary to apply the root motion position correctly, taking rotation into account. See also get_root_motion_position.
Also, this is useful in cases where you want to respect the initial key values of the animation.
For example, if an animation with only one key Quaternion(0, 0, 0, 1)
is played in the previous frame and then an animation with only one key Quaternion(0, 0.707, 0, 0.707)
is played in the next frame, the difference can be calculated as follows:
var prev_root_motion_rotation_accumulator: Quaternion
func _process(delta):
if Input.is_action_just_pressed("animate"):
state_machine.travel("Animate")
var current_root_motion_rotation_accumulator: Quaternion = animation_tree.get_root_motion_Quaternion_accumulator()
var difference: Quaternion = prev_root_motion_rotation_accumulator.inverse() * current_root_motion_rotation_accumulator
prev_root_motion_rotation_accumulator = current_root_motion_rotation_accumulator
transform.basis *= difference
However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.
Vector3 get_root_motion_scale ( ) const
Retrieve the motion delta 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)
Vector3 get_root_motion_scale_accumulator ( ) const
Retrieve the blended value of the scale tracks with the root_motion_track as a Vector3 that can be used elsewhere.
For example, if an animation with only one key Vector3(1, 1, 1)
is played in the previous frame and then an animation with only one key Vector3(2, 2, 2)
is played in the next frame, the difference can be calculated as follows:
var prev_root_motion_scale_accumulator: Vector3
func _process(delta):
if Input.is_action_just_pressed("animate"):
state_machine.travel("Animate")
var current_root_motion_scale_accumulator: Vector3 = animation_tree.get_root_motion_scale_accumulator()
var difference: Vector3 = current_root_motion_scale_accumulator - prev_root_motion_scale_accumulator
prev_root_motion_scale_accumulator = current_root_motion_scale_accumulator
transform.basis = transform.basis.scaled(difference)
However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.