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AnimationNodeAnimation
Inherits: AnimationRootNode < AnimationNode < Resource < RefCounted < Object
An input animation for an AnimationNodeBlendTree.
Description
A resource to add to an AnimationNodeBlendTree. Only has one output port using the animation property. Used as an input for AnimationNodes that blend animations together.
Tutorials
Properties
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Enumerations
enum PlayMode: 🔗
PlayMode PLAY_MODE_FORWARD = 0
Plays animation in forward direction.
PlayMode PLAY_MODE_BACKWARD = 1
Plays animation in backward direction.
Property Descriptions
bool advance_on_start = false
🔗
If true
, on receiving a request to play an animation from the start, the first frame is not drawn, but only processed, and playback starts from the next frame.
See also the notes of AnimationPlayer.play.
StringName animation = &""
🔗
void set_animation(value: StringName)
StringName get_animation()
Animation to use as an output. It is one of the animations provided by AnimationTree.anim_player.
If use_custom_timeline is true
, override the loop settings of the original Animation resource with the value.
Note: If the Animation.loop_mode isn't set to looping, the Animation.track_set_interpolation_loop_wrap option will not be respected. If you cannot get the expected behavior, consider duplicating the Animation resource and changing the loop settings.
Determines the playback direction of the animation.
If use_custom_timeline is true
, offset the start position of the animation.
This is useful for adjusting which foot steps first in 3D walking animations.
If true
, scales the time so that the length specified in timeline_length is one cycle.
This is useful for matching the periods of walking and running animations.
If false
, the original animation length is respected. If you set the loop to loop_mode, the animation will loop in timeline_length.
If use_custom_timeline is true
, offset the start position of the animation.
bool use_custom_timeline = false
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If true
, AnimationNode provides an animation based on the Animation resource with some parameters adjusted.