Base class for AnimationPlayer and AnimationTree to manage animation lists. It also has general properties and methods for playback and blending.
After instantiating the playback information data within the extended class, the blending is processed by the AnimationMixer.
Notifies when an animation finished playing.
Note: This signal is not emitted if an animation is looping.
Notifies when the animation libraries have changed.
Notifies when an animation list is changed.
Notifies when an animation starts playing.
Notifies when the caches have been cleared, either automatically, or manually via clear_caches.
Editor only. Notifies when the property have been updated to update dummy AnimationPlayer in animation player editor.
ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS = 0
Process animation during physics frames (see Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS). This is especially useful when animating physics bodies.
ANIMATION_CALLBACK_MODE_PROCESS_IDLE = 1
Process animation during process frames (see Node.NOTIFICATION_INTERNAL_PROCESS).
ANIMATION_CALLBACK_MODE_PROCESS_MANUAL = 2
Do not process animation. Use advance to process the animation manually.
ANIMATION_CALLBACK_MODE_METHOD_DEFERRED = 0
Batch method calls during the animation process, then do the calls after events are processed. This avoids bugs involving deleting nodes or modifying the AnimationPlayer while playing.
ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE = 1
Make method calls immediately when reached in the animation.
If true
, the AnimationMixer will be processing.
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.
The call mode to use for Call Method tracks.
The process notification in which to update animations.
If true
, the blending uses the deterministic algorithm. The total weight is not normalized and the result is accumulated with an initial value (0
or a "RESET"
animation if present).
This means that if the total amount of blending is 0.0
, the result is equal to the "RESET"
animation.
If the number of tracks between the blended animations is different, the animation with the missing track is treated as if it had the initial value.
If false
, The blend does not use the deterministic algorithm. The total weight is normalized and always 1.0
. If the number of tracks between the blended animations is different, nothing is done about the animation that is missing a track.
Note: In AnimationTree, the blending with AnimationNodeAdd2, AnimationNodeAdd3, AnimationNodeSub2 or the weight greater than 1.0
may produce unexpected results.
For example, if AnimationNodeAdd2 blends two nodes with the amount 1.0
, then total weight is 2.0
but it will be normalized to make the total amount 1.0
and the result will be equal to AnimationNodeBlend2 with the amount 0.5
.
This is used by the editor. If set to true
, the scene will be saved with the effects of the reset animation (the animation with the key "RESET"
) applied as if it had been seeked to time 0, with the editor keeping the values that the scene had before saving.
This makes it more convenient to preview and edit animations in the editor, as changes to the scene will not be saved as long as they are set in the reset animation.
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.
The node from which node path references will travel.
A virtual function for processing after getting a key during playback.
Adds library
to the animation player, under the key name
.
Manually advance the animations by the specified time (in seconds).
AnimationMixer caches animated nodes. It may not notice if a node disappears; clear_caches forces it to update the cache again.
Returns the key of animation
or an empty StringName if not found.
Returns the key for the AnimationLibrary that contains animation
or an empty StringName if not found.
Returns the Animation with the key name
. If the animation does not exist, null
is returned and an error is logged.
Returns the first AnimationLibrary with key name
or null
if not found.
To get the AnimationPlayer's global animation library, use get_animation_library("")
.
Returns the list of stored library keys.
Returns the list of stored animation keys.
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:
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.
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:
However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.
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:
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:
However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.
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:
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:
However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.
Returns true
if the AnimationPlayer stores an Animation with key name
.
Returns true
if the AnimationPlayer stores an AnimationLibrary with key name
.
Removes the AnimationLibrary associated with the key name
.
Moves the AnimationLibrary associated with the key name
to the key newname
.