AnimationTree

Inherits: Node < Object

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

Description

A node to be 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

bool

active

false

NodePath

anim_player

NodePath("")

AnimationProcessMode

process_mode

1

NodePath

root_motion_track

NodePath("")

AnimationNode

tree_root

Methods

void

advance ( float delta )

Transform

get_root_motion_transform ( ) const

void

rename_parameter ( String old_name, String new_name )


Enumerations

enum AnimationProcessMode:

AnimationProcessMode ANIMATION_PROCESS_PHYSICS = 0

The animations will progress during the physics frame (i.e. Node._physics_process).

AnimationProcessMode ANIMATION_PROCESS_IDLE = 1

The animations will progress during the idle frame (i.e. Node._process).

AnimationProcessMode ANIMATION_PROCESS_MANUAL = 2

The animations will only progress manually (see advance).


Property Descriptions

bool active = false

  • void set_active ( bool value )

  • bool is_active ( )

If true, the AnimationTree will be processing.


NodePath anim_player = NodePath("")

  • void set_animation_player ( NodePath value )

  • NodePath get_animation_player ( )

The path to the AnimationPlayer used for animating.


AnimationProcessMode process_mode = 1

The process mode of this AnimationTree. See AnimationProcessMode for available modes.


NodePath root_motion_track = NodePath("")

  • void set_root_motion_track ( NodePath value )

  • NodePath get_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".

If the track has type 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

The root animation node of this AnimationTree. See AnimationNode.


Method Descriptions

void advance ( float delta )

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


Transform get_root_motion_transform ( ) const

Retrieve the motion of the 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.


void rename_parameter ( String old_name, String new_name )

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