AnimationTree

Inherits: Node < Object

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

Description

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

boolactivefalse
NodePathanim_playerNodePath(“”)
AnimationProcessModeprocess_mode1
NodePathroot_motion_trackNodePath(“”)
AnimationNodetree_root 

Methods

voidadvance ( float delta )
Transformget_root_motion_transform ( ) const
voidrename_parameter ( String old_name, String new_name )

Enumerations

enum 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

Defaultfalse
Setterset_active(value)
Getteris_active()

If true, the AnimationTree will be processing.


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

The path to the AnimationPlayer used for animating.


Default1
Setterset_process_mode(value)
Getterget_process_mode()

The process mode of this AnimationTree. See AnimationProcessMode 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".

If the track has type Animation.TYPE_TRANSFORM, the transformation will be cancelled visually, and the animation will appear to stay in place.


Setterset_tree_root(value)
Getterget_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.