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- .. _doc_introduction_animation:
- Introduction to the animation features
- ======================================
- The :ref:`class_AnimationPlayer` node allows you to create anything
- from simple to complex animations.
- In this guide you learn to:
- - Work with the Animation Panel
- - Animate any property of any node
- - Create a simple animation
- - Call functions with the powerful Call Function Tracks
- In Godot, you can animate anything available in the Inspector, such as
- Node transforms, sprites, UI elements, particles, visibility and color
- of materials, and so on. You can also modify values of script variables
- and call any function.
- Create an AnimationPlayer node
- ------------------------------
- To use the animation tools we first have to create an
- :ref:`class_AnimationPlayer` node.
- The AnimationPlayer node type is the data container for your animations.
- One AnimationPlayer node can hold multiple animations, that can
- automatically transition to one another.
- .. figure:: img/animation_create_animationplayer.png
- :alt: The AnimationPlayer node
- The AnimationPlayer node
- After creating one click on the AnimationPlayer node in the Node tab to
- open the Animation Panel at the bottom of the viewport.
- .. figure:: img/animation_animation_panel.png
- :alt: The animation panel position
- The animation panel position
- It consists of four parts:
- .. figure:: img/animation_animation_panel_overview.png
- :alt: The animation panel
- The animation panel
- - Animation controls (i.e. add, load, save, and delete animations)
- - The tracks listing
- - The timeline with keyframes
- - The timeline and track controls, where you can zoom the timeline and
- edit tracks for example.
- Computer animation relies on keyframes
- --------------------------------------
- A keyframe defines the value of a property at a certain point in time.
- Diamond shapes represent keyframes in the timeline. A line between two
- keyframes indicates that the value hasn't changed.
- .. figure:: img/animation_keyframes.png
- :alt: Keyframes in Godot
- Keyframes in Godot
- The engine interpolates values between keyframes, resulting in a gradual
- change in values over time.
- .. figure:: img/animation_illustration.png
- :alt: Two keyframes are all it takes to obtain a smooth motion
- Two keyframes are all it takes to obtain a smooth motion
- The timeline lets you insert keyframes and change their timing. It also
- defines how long the animation is.
- .. figure:: img/animation_timeline.png
- :alt: The timeline in the animation panel
- The timeline in the animation panel
- Each line of the Animation Panel is an animation track. Normal and
- Transform tracks reference node properties. Their name or id is a path
- to the node and the affected property.
- .. figure:: img/animation_normal_track.png
- :alt: Example of Normal animation tracks
- Example of Normal animation tracks
- .. tip::
- If you animate the wrong property, you can edit a track's path anytime.
- Double click on it and type the new path. Play the animation using the
- "Play from beginning" button |Play from beginning| (or pressing
- :kbd:`Shift + D` on keyboard) to see the changes instantly.
- Tutorial: Creating a simple animation
- -------------------------------------
- Scene setup
- ~~~~~~~~~~~
- For this tutorial, we'll create a Sprite node with an AnimationPlayer as
- its child. We will animate the sprite to move between two points on the screen.
- .. figure:: img/animation_animation_player_tree.png
- :alt: Our scene setup
- Our scene setup
- .. warning::
- AnimationPlayer inherits from Node instead of Node2D or Spatial, which means
- that the child nodes will not inherit the transform from the parent nodes
- due to a bare Node being present in the hierarchy.
- Therefore, it is not recommended to add nodes that have a 2D/3D transform
- as a child of an AnimationPlayer node.
- The sprite holds an image texture. We animate that sprite to move
- between two points on the screen. For this tutorial, use the default Godot
- icon as the sprite's texture. As a starting point, move the sprite
- to a left position on the screen.
- Select the AnimationPlayer node, then click the "Animation" button in the
- animation editor. From the list select "New" (|Add
- Animation|) to add a new animation. And Enter a name for the animation in the
- dialog box.
- .. figure:: img/animation_create_new_animation.png
- :alt: Add a new animation
- Add a new animation
- Adding a track
- ~~~~~~~~~~~~~~
- To add a new track for our sprite, select it and take a look in the
- toolbar:
- .. figure:: img/animation_convenience_buttons.png
- :alt: Convenience buttons
- Convenience buttons
- These switches and buttons allow you to add keyframes for the selected
- node's location, rotation, and scale respectively.
- Deselect rotation, because we are only interested in the location of our
- sprite for this tutorial and click on the key button.
- As we don't have a track already set up for the transform/location
- property, Godot asks whether it should set it up for us. Click **Create**.
- This creates a new track and our first keyframe at the beginning of
- the timeline:
- .. figure:: img/animation_track.png
- :alt: The sprite track
- The sprite track
- The second keyframe
- ~~~~~~~~~~~~~~~~~~~
- Now we need to set the destination where our sprite should be headed and
- how much time it takes to get there.
- Let's say, we want it to take 2 seconds to go to the other point. By
- default the animation is set to last only 1 second, so change this in
- the timeline controls in animation panel's lower panel to 2.
- .. figure:: img/animation_set_length.png
- :alt: Animation length
- Animation length
- Click on the timeline header near the 2-second mark and move the sprite
- to the target destination on the right side.
- Again, click the key button in the toolbar. This creates our second
- keyframe.
- Run the animation
- ~~~~~~~~~~~~~~~~~
- Click on the "Play from beginning" (|Play from beginning|) button.
- Yay! Our animation runs:
- .. figure:: img/animation_simple.gif
- :alt: The animation
- The animation
- Back and forth
- ~~~~~~~~~~~~~~
- Godot has an additional feature here. Like said before,
- Godot always calculates the frames between two keyframes. In a loop, the
- first keyframe is also the last keyframe, if no keyframe is specified at
- the end.
- .. figure:: img/animation_loop.png
- :alt: Animation loop
- Animation loop
- If you set the animation length to 4 seconds now, the animation moves
- back and forth. You can change this behavior if you change the track's
- loop mode. This is covered in the next chapter.
- Track settings
- ~~~~~~~~~~~~~~
- Each track has a settings panel at the end, where you can set the update
- mode, the track interpolation, and the loop mode.
- .. figure:: img/animation_track_settings.png
- :alt: Track settings
- Track settings
- The update mode of a track tells Godot when to update the property
- values. This can be:
- - **Continuous:** Update the property on each frame.
- - **Discrete:** Only update the property on keyframes.
- - **Trigger:** Only update the property on keyframes or triggers.
- Triggers are a type of keyframe used by the
- ``current_animation`` property of a :ref:`class_AnimationPlayer`,
- and Animation Playback tracks.
- - **Capture:** If the first keyframe's time is greater than ``0.0``, the
- current value of the property will be remembered and
- will be blended with the first animation key. For example, you
- could use the Capture mode to move a node that's located anywhere
- to a specific location.
- .. figure:: img/animation_track_rate.png
- :alt: Track mode
- Track mode
- In normal animations, you usually use "Continuous". The other types are
- used to script complex animations.
- The interpolation tells Godot how to calculate the frame values between
- the keyframes. These interpolation modes are supported:
- - Nearest: Set the nearest keyframe value
- - Linear: Set the value based on a linear function calculation between
- the two keyframes
- - Cubic: Set the value based on a cubic function calculation between
- the two keyframes
- .. figure:: img/animation_track_interpolation.png
- :alt: Track interpolation
- Track interpolation
- Cubic interpolation leads to a more natural movement, where the
- animation is slower at a keyframe and faster between keyframes. This is
- usually used for character animation. Linear interpolation creates more
- of a robotic movement.
- Godot supports two loop modes, which affect the animation if it's set to
- loop:
- .. figure:: img/animation_track_loop_modes.png
- :alt: Loop modes
- Loop modes
- - Clamp loop interpolation: When this is selected, the animation stops
- after the last keyframe for this track. When the first keyframe is
- reached again, the animation will reset to its values.
- - Wrap loop interpolation: When this is selected, Godot calculates the
- animation after the last keyframe to reach the values of the first
- keyframe again.
- Keyframes for other properties
- ------------------------------
- Godot doesn't restrict you to only edit transform properties. Every
- property can be used as a track where you can set keyframes.
- If you select your sprite while the animation panel is visible, you get
- a small keyframe button for all the sprite's properties. Click on
- this button and Godot automatically adds a track and keyframe to the
- current animation.
- .. figure:: img/animation_properties_keyframe.png
- :alt: Keyframes for other properties
- Keyframes for other properties
- Edit keyframes
- --------------
- For advanced use and to edit keyframes in detail, You can click on them
- to bring up the keyframe editor in the inspector. You can use this to
- directly edit its values.
- .. figure:: img/animation_keyframe_editor_key.png
- :alt: Keyframe editor editing a key
- Keyframe editor editing a key
- Additionally, you can also edit the easing value for this keyframe by
- clicking and dragging the easing setting. This tells Godot, how to change
- the property values when it reaches this keyframe.
- You usually tweak your animations this way, when the movement doesn't
- "look right".
- Advanced: Call Method tracks
- ----------------------------
- Godot's animation engine doesn't stop here. If you're already
- comfortable with Godot's scripting language
- :ref:`doc_gdscript` and :doc:`/classes/index` you
- know that each node type is a class and has a bunch of callable
- methods.
- For example, the :ref:`class_AudioStreamPlayer` node type has a
- method to play an audio stream.
- Wouldn't it be great to use a method at a specific keyframe in an
- animation? This is where "Call Method Tracks" come in handy. These tracks
- reference a node again, this time without a reference to a property.
- Instead, a keyframe holds the name and arguments of a method, that
- Godot should call when it reaches this keyframe.
- To demonstrate, we're going to use a call method track to play audio at a
- specific keyframe. Normally to play audio you should use an audio track,
- but for the sake of demonstrating methods we're going to do it this way.
- Add a :ref:`class_AudioStreamPlayer` to the Scene Tree and setup a
- stream using an audio file you put in your project.
- Click on "Add track" (|Add track|) on the animation panel's track
- controls.
- Select "Add Call Method Track" from the list of possible track types.
- .. figure:: img/animation_add_call_method_track.png
- :alt: Add Call Method Track
- Add Call Method Track
- Select the :ref:`class_AudioStreamPlayer` node in the selection
- window. Godot adds the track with the reference to the node.
- .. figure:: img/animation_select_audiostreamplayer.png
- :alt: Select AudioStreamPlayer
- Select AudioStreamPlayer
- Right click the timeline where Godot should play the sample and
- click the "Insert Key" option. This will bring up a list of methods
- that can be called for the AudioStreamPlayer node. Select the first
- one.
- .. image:: img/animation_method_options.png
- When Godot reaches the keyframe, Godot calls the
- :ref:`class_AudioStreamPlayer` node's "play" function and the stream
- plays.
- You can change its position by dragging it on the timeline, you can also
- click on the keyframe and use the keyframe settings in the inspector.
- .. image:: img/animation_call_method_keyframe.png
- .. |Play from beginning| image:: img/animation_play_from_beginning.png
- .. |Add Animation| image:: img/animation_add.png
- .. |Add track| image:: img/animation_add_track.png
- Using RESET tracks
- ------------------
- You can set up a special *RESET* animation to contain the "default pose".
- This is used to ensure that the default pose is restored when you save
- the scene and open it again in the editor.
- For existing tracks, you can add an animation called "RESET" (case-sensitive),
- then add tracks for each property that you want to reset.
- The only keyframe should be at time 0, and give it the desired default value
- for each track.
- If AnimationPlayer's **Reset On Save** property is set to ``true``,
- the scene will be saved with the effects of the reset animation applied
- (as if it had been seeked to time ``0.0``).
- This only affects the saved file – the property tracks in the editor stay
- where they were.
- If you want to reset the tracks in the editor, select the AnimationPlayer node,
- open the **Animation** bottom panel then choose **Apply Reset** in the
- animation editor's **Animation** dropdown menu.
- When adding tracks on new animations, the editor will ask you to automatically
- create a RESET track when using the keyframe icon next to a property in the inspector.
- This does not apply on tracks created with Godot versions prior to 3.4,
- as the animation reset track feature was added in 3.4.
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