AnimationTree

    A node to be used for advanced animation transitions in an .

    Note: When linked with an AnimationPlayer, several properties and methods of the corresponding will not function as expected. Playback and transitions should be handled using only the and its constituent AnimationNode(s). The node should be used solely for adding, deleting, and editing animations.

    Tutorials

    Methods

    voidadvance ( delta )
    Transform ( ) const
    voidrename_parameter ( old_name, String new_name )

    enum AnimationProcessMode:

    • ANIMATION_PROCESS_PHYSICS = 0 —- The animations will progress during the physics frame (i.e. ).
    • 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 ).

    Property Descriptions


    DefaultNodePath(“”)
    Setterset_animation_player(value)
    Getterget_animation_player()

    The path to the used for animating.


    The process mode of this . See for available modes.


    DefaultNodePath(“”)
    Setterset_root_motion_track(value)
    Getterget_root_motion_track()

    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".


    • tree_root

    The root animation node of this . See AnimationNode.

    • void advance ( delta )

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


    • Transform get_root_motion_transform ( ) const

    Retrieve the motion of the as a Transform that can be used elsewhere. If is not a path to a track of type Animation.TYPE_TRANSFORM, returns an identity transformation.


    • void rename_parameter ( old_name, String new_name )