Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
AnimationTree¶
A node used for advanced animation transitions in an AnimationPlayer.
描述¶
A node 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.
教程¶
属性¶
|
||
|
||
|
||
|
||
|
||
|
||
Methods¶
_post_process_key_value ( Animation animation, int track, Variant value, Object object, int object_idx ) virtual const |
|
void |
|
get_root_motion_position ( ) const |
|
get_root_motion_position_accumulator ( ) const |
|
get_root_motion_rotation ( ) const |
|
get_root_motion_rotation_accumulator ( ) const |
|
get_root_motion_scale ( ) const |
|
get_root_motion_scale_accumulator ( ) const |
信号¶
animation_finished ( StringName anim_name )
Notifies when an animation finished playing.
Note: This signal is not emitted if an animation is looping or aborted. Also be aware of the possibility of unseen playback by sync and xfade.
animation_player_changed ( )
Emitted when the anim_player is changed.
animation_started ( StringName anim_name )
Notifies when an animation starts playing.
Note: This signal is not emitted if an animation is looping or playbacked from the middle. Also be aware of the possibility of unseen playback by sync and xfade.
Enumerations¶
enum AnimationProcessCallback:
AnimationProcessCallback ANIMATION_PROCESS_PHYSICS = 0
The animations will progress during physics frames (see Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS).
AnimationProcessCallback ANIMATION_PROCESS_IDLE = 1
The animations will progress during process frames (see Node.NOTIFICATION_INTERNAL_PROCESS).
AnimationProcessCallback ANIMATION_PROCESS_MANUAL = 2
The animations will only progress manually (see advance).
Property Descriptions¶
bool active = false
If true
, the AnimationTree will be processing.
NodePath advance_expression_base_node = NodePath(".")
void set_advance_expression_base_node ( NodePath value )
NodePath get_advance_expression_base_node ( )
The path to the Node used to evaluate the AnimationNode Expression if one is not explicitly specified internally.
NodePath anim_player = NodePath("")
The path to the AnimationPlayer used for animating.
int audio_max_polyphony = 32
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.
AnimationProcessCallback process_callback = 1
void set_process_callback ( AnimationProcessCallback value )
AnimationProcessCallback get_process_callback ( )
The process mode of this AnimationTree. See AnimationProcessCallback for available modes.
NodePath root_motion_track = NodePath("")
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.
AnimationNode tree_root
void set_tree_root ( AnimationNode value )
AnimationNode get_tree_root ( )
The root animation node of this AnimationTree. See AnimationNode.
Method Descriptions¶
Variant _post_process_key_value ( Animation animation, int track, Variant value, Object object, int object_idx ) virtual const
A virtual function for processing after key getting during playback.
void advance ( float delta )
Manually advance the animations by the specified time (in seconds).
Vector3 get_root_motion_position ( ) const
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:
var current_rotation: Quaternion
func _process(delta):
if Input.is_action_just_pressed("animate"):
current_rotation = get_quaternion()
state_machine.travel("Animate")
var velocity: Vector3 = current_rotation * animation_tree.get_root_motion_position() / delta
set_velocity(velocity)
move_and_slide()
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.
func _process(delta):
if Input.is_action_just_pressed("animate"):
state_machine.travel("Animate")
set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
var velocity: Vector3 = (animation_tree