An animation player is used for general-purpose playback of animations. It contains a dictionary of AnimationLibrary resources and custom blend times between animation transitions.
Some methods and properties use a single key to reference an animation directly. These keys are formatted as the key for the library, followed by a forward slash, then the key for the animation within the library, for example "movement/run"
. If the library's key is an empty string (known as the default library), the forward slash is omitted, being the same key used by the library.
AnimationPlayer is better-suited than Tween for more complex animations, for example ones with non-trivial timings. It can also be used over Tween if the animation track editor is more convenient than doing it in code.
Updating the target properties of animations occurs at the process frame.
Emitted when a queued animation plays after the previous animation finished. See also queue().
Note: The signal is not emitted when the animation is changed via play() or by an AnimationTree.
Emitted when current_animation changes.
ANIMATION_PROCESS_PHYSICS = 0
Deprecated: See AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS.
ANIMATION_PROCESS_IDLE = 1
Deprecated: See AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_IDLE.
ANIMATION_PROCESS_MANUAL = 2
Deprecated: See AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL.
ANIMATION_METHOD_CALL_DEFERRED = 0
Deprecated: See AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_DEFERRED.
ANIMATION_METHOD_CALL_IMMEDIATE = 1
Deprecated: See AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE.
If playing, the current animation's key, otherwise, the animation last played. When set, this changes the animation, but will not play it unless already playing. See also current_animation.
The key of the animation to play when the scene loads.
The key of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See play() for more information on playing animations.
Note: While this property appears in the Inspector, it's not meant to be edited, and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see Animation.
The length (in seconds) of the currently playing animation.
The position (in seconds) of the currently playing animation.
If true
and the engine is running in Movie Maker mode (see MovieWriter), exits the engine with SceneTree.quit() as soon as an animation is done playing in this AnimationPlayer. A message is printed when the engine quits for this reason.
Note: This obeys the same logic as the AnimationMixer.animation_finished signal, so it will not quit the engine if the animation is set to be looping.
If true
, performs AnimationMixer.capture() before playback automatically. This means just play_with_capture() is executed with default arguments instead of play().
Note: Capture interpolation is only performed if the animation contains a capture track. See also Animation.UPDATE_CAPTURE.
See also play_with_capture() and AnimationMixer.capture().
If playback_auto_capture_duration is negative value, the duration is set to the interval between the current position and the first key.
The ease type of the capture interpolation. See also EaseType.
The transition type of the capture interpolation. See also TransitionType.
The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision.
The speed scaling ratio. For example, if this value is 1
, then the animation plays at normal speed. If it's 0.5
, then it plays at half speed. If it's 2
, then it plays at double speed.
If set to a negative value, the animation is played in reverse. If set to 0
, the animation will not advance.
Returns the key of the animation which is queued to play after the animation_from
animation.
Triggers the animation_to
animation when the animation_from
animation completes.
Clears all queued, unplayed animations.
Returns the blend time (in seconds) between two animations, referenced by their keys.
Deprecated: Use AnimationMixer.callback_mode_method instead.
Returns the call mode used for "Call Method" tracks.
Returns the actual playing speed of current animation or 0
if not playing. This speed is the speed_scale property multiplied by custom_speed
argument specified when calling the play() method.
Returns a negative value if the current animation is playing backwards.
Deprecated: Use AnimationMixer.callback_mode_process instead.
Returns the process notification in which to update animations.
Returns a list of the animation keys that are currently queued to play.
Deprecated: Use AnimationMixer.root_node instead.
Returns the node which node path references will travel from.
Returns the end time of the section currently being played.
Returns the start time of the section currently being played.
Returns true
if an animation is currently playing with section.
Returns true
if an animation is currently playing (even if speed_scale and/or custom_speed
are 0
).
Pauses the currently playing animation. The current_animation_position will be kept and calling play() or play_backwards() without arguments or with the same animation name as assigned_animation will resume the animation.
See also stop().
Plays the animation with key name
. Custom blend times and speed can be set.
The from_end
option only affects when switching to a new animation track, or if the same track but at the start or end. It does not affect resuming playback that was paused in the middle of an animation. If custom_speed
is negative and from_end
is true
, the animation will play backwards (which is equivalent to calling play_backwards()).
The AnimationPlayer keeps track of its current or last played animation with assigned_animation. If this method is called with that same animation name
, or with no name
parameter, the assigned animation will resume playing if it was paused.
Note: The animation will be updated the next time the AnimationPlayer is processed. If other variables are updated at the same time this is called, they may be updated too early. To perform the update immediately, call advance(0)
.
Plays the animation with key name
in reverse.
This method is a shorthand for play() with custom_speed = -1.0
and from_end = true
, so see its description for more information.
Plays the animation with key name
and the section starting from start_time
and ending on end_time
. See also play().
Setting start_time
to a value outside the range of the animation means the start of the animation will be used instead, and setting end_time
to a value outside the range of the animation means the end of the animation will be used instead. start_time
cannot be equal to end_time
.
Plays the animation with key name
and the section starting from start_time
and ending on end_time
in reverse.
This method is a shorthand for play_section() with custom_speed = -1.0
and from_end = true
, see its description for more information.
Plays the animation with key name
and the section starting from start_marker
and ending on end_marker
.
If the start marker is empty, the section starts from the beginning of the animation. If the end marker is empty, the section ends on the end of the animation. See also play().
Plays the animation with key name
and the section starting from start_marker
and ending on end_marker
in reverse.
This method is a shorthand for play_section_with_markers() with custom_speed = -1.0
and from_end = true
, see its description for more information.
See also AnimationMixer.capture().
You can use this method to use more detailed options for capture than those performed by playback_auto_capture. When playback_auto_capture is false
, this method is almost the same as the following:
If name
is blank, it specifies assigned_animation.
If duration
is a negative value, the duration is set to the interval between the current position and the first key, when from_end
is true
, uses the interval between the current position and the last key instead.
Note: The duration
takes speed_scale into account, but custom_speed
does not, because the capture cache is interpolated with the blend result and the result may contain multiple animations.
Queues an animation for playback once the current animation and all previously queued animations are done.
Note: If a looped animation is currently playing, the queued animation will never play unless the looped animation is stopped somehow.
Resets the current section if section is set.
Seeks the animation to the seconds
point in time (in seconds). If update
is true
, the animation updates too, otherwise it updates at process time. Events between the current frame and seconds
are skipped.
If update_only
is true
, the method / audio / animation playback tracks will not be processed.
Note: Seeking to the end of the animation doesn't emit AnimationMixer.animation_finished. If you want to skip animation and emit the signal, use AnimationMixer.advance().
Specifies a blend time (in seconds) between two animations, referenced by their keys.
Deprecated: Use AnimationMixer.callback_mode_method instead.
Sets the call mode used for "Call Method" tracks.
Deprecated: Use AnimationMixer.callback_mode_process instead.
Sets the process notification in which to update animations.
Deprecated: Use AnimationMixer.root_node instead.
Sets the node which node path references will travel from.
Changes the start and end times of the section being played. The current playback position will be clamped within the new section. See also play_section().
Changes the start and end markers of the section being played. The current playback position will be clamped within the new section. See also play_section_with_markers().
If the argument is empty, the section uses the beginning or end of the animation. If both are empty, it means that the section is not set.
Stops the currently playing animation. The animation position is reset to 0
and the custom_speed
is reset to 1.0
. See also pause().
If keep_state
is true
, the animation state is not updated visually.
Note: The method / audio / animation playback tracks will not be processed by this method.