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Update outdated animation documents to synchronize them with latest
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TokageItLab committed Feb 11, 2023
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2 changes: 1 addition & 1 deletion tutorials/2d/2d_sprite_animation.rst
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Expand Up @@ -143,7 +143,7 @@ You will now see your animation under the list of animations in the bottom panel

.. image:: img/2d_animation_spritesheet_animation.png

Finally, check Playing on the AnimatedSprite2D in the inspector to see your frog jump!
Finally, check the play button on the SpriteFrames editor to see your frog jump!

.. image:: img/2d_animation_play_spritesheet_animation.png

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43 changes: 30 additions & 13 deletions tutorials/animation/animation_track_types.rst
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Expand Up @@ -13,23 +13,36 @@ player node on top of the default property tracks.

.. image:: img/track_types.png

Property Track
--------------

3D Transform Track
------------------
The most basic track type. See :ref:`doc_introduction_animation`.

Position 3D / Rotation 3D / Scale 3D Track
------------------------------------------

3D transform tracks control the location, rotation, and scale of a 3D object.
These 3D transform tracks control the location, rotation, and scale of a 3D object.
They make it easier to animate a 3D object's transform compared to using regular
property tracks.

.. image:: img/3D_transform_track.png
It is designed for animations imported from external 3D models and can reduce resource capacity through compression.

Blend Shape Track
-----------------

A blend shape track is optimized for animating blend shape in :ref:`MeshInstance <class_MeshInstance>`:.

Call Method tracks
It is designed for animations imported from external 3D models and can reduce resource capacity through compression.

Call Method Track
------------------

Call method tracks allow you to call a function at a precise time from within an
A call method track allow you to call a function at a precise time from within an
animation. For example, you can call ``queue_free()`` to delete a node at the
end of a death animation.

.. note:: The events placed on the call method track are not executed when the animation is previewed in the editor for safety.

To create such a track, click "Add Track -> Call Method Track." Then, a window
opens and lets you select the node to associate with the track. To call one of
the node's methods, right-click the timeline and select "Insert Key". A window
Expand All @@ -50,24 +63,27 @@ Bezier Curve Track
A bezier curve track is similar to a property track, except it allows you to
animate a property's value using a bezier curve.

.. note:: Bezier curve track and property track cannot be blended in :ref:`AnimationPlayer <class_AnimationPlayer>` and :ref:`AnimationTree <class_AnimationTree>`.

To create one, click "Add Track -> Bezier Curve Track". As with property tracks,
you need to select a node and a property to animate. To open the bezier curve
editor, click the curve icon to the right of the animation track.

.. image:: img/bezier_curve_icon.png

In the editor, keys are represented by white diamonds and the transparent
In the editor, keys are represented by filled diamonds and the outlined
diamonds connected to them by a line control curve's shape.

.. image:: img/bezier_curves.png

In the bottom-right of the editor, you can select the manipulator mode:
In the right click panel of the editor, you can select the handle mode:

- Free allows you to orient a manipulator in any direction without affecting the
- Free: Allows you to orient a manipulator in any direction without affecting the
other's position.
- Balanced makes it so manipulators rotate together, but the distance between
- Linear: Does not allow rotation of the manipulator and draws a linear graph.
- Balanced: Makes it so manipulators rotate together, but the distance between
the key and a manipulator is not mirrored.
- Mirror makes the position of one manipulator perfectly mirror the other,
- Mirrored: Makes the position of one manipulator perfectly mirror the other,
including their distance to the key.

.. image:: img/manipulator_modes.png
Expand All @@ -89,8 +105,9 @@ file in the track.
To remove a sound from the animation, you can right-click it and select "Delete
Key(s)" or click on it and press the :kbd:`Del` key.

.. note:: If you need to, you can create multiple audio tracks that trigger
playback on the same node.
The blend mode allows you to choose whether or not to adjust the audio volume when blending in the :ref:`AnimationTree <class_AnimationTree>`.

.. image:: img/blend_mode.png

Animation Playback Track
------------------------
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104 changes: 85 additions & 19 deletions tutorials/animation/animation_tree.rst
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Expand Up @@ -93,33 +93,56 @@ This node will execute a sub-animation and return once it finishes. Blend times

.. image:: img/animtree6b.gif

Seek
^^^^
After setting the request and changing the animation playback, the one-shot node automatically clears the request on the next process frame by setting its [code]request[/code] value to [constant ONE_SHOT_REQUEST_NONE].

.. tabs::
.. code-tab:: gdscript GDScript

# Play child animation connected to "shot" port.
animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
# Alternative syntax (same result as above).
animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE

# Abort child animation connected to "shot" port.
animation_tree.set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT)
# Alternative syntax (same result as above).
animation_tree["parameters/OneShot/request"] = AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT

.. code-tab:: csharp

// Play child animation connected to "shot" port.
animationTree.Set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE);

// Abort child animation connected to "shot" port.
animationTree.Set("parameters/OneShot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT);

TimeSeek
^^^^^^^^

This node can be used to cause a seek command to happen to any sub-children of the animation graph. Use this node type to play an ``Animation`` from the start or a certain playback position inside the ``AnimationNodeBlendTree``.

After setting the time and changing the animation playback, the seek node automatically goes into sleep mode on the next process frame by setting its ``seek_position`` value to ``-1.0``.
After setting the time and changing the animation playback, the seek node automatically goes into sleep mode on the next process frame by setting its ``seek_request`` value to ``-1.0``.

.. tabs::
.. code-tab:: gdscript GDScript

# Play child animation from the start.
anim_tree.set("parameters/Seek/seek_position", 0.0)
animation_tree.set("parameters/TimeSeek/seek_request", 0.0)
# Alternative syntax (same result as above).
anim_tree["parameters/Seek/seek_position"] = 0.0
animation_tree["parameters/TimeSeek/seek_request"] = 0.0

# Play child animation from 12 second timestamp.
anim_tree.set("parameters/Seek/seek_position", 12.0)
animation_tree.set("parameters/TimeSeek/seek_request", 12.0)
# Alternative syntax (same result as above).
anim_tree["parameters/Seek/seek_position"] = 12.0
animation_tree["parameters/TimeSeek/seek_request"] = 12.0

.. code-tab:: csharp

// Play child animation from the start.
animTree.Set("parameters/Seek/seek_position", 0.0);
animationTree.Set("parameters/TimeSeek/seek_request", 0.0);

// Play child animation from 12 second timestamp.
animTree.Set("parameters/Seek/seek_position", 12.0);
animationTree.Set("parameters/TimeSeek/seek_request", 12.0);

TimeScale
^^^^^^^^^
Expand All @@ -130,6 +153,36 @@ Transition
^^^^^^^^^^

Very simple state machine (when you don't want to cope with a ``StateMachine`` node). Animations can be connected to the outputs and transition times can be specified.
After setting the request and changing the animation playback, the transition node automatically clears the request on the next process frame by setting its [code]transition_request[/code] value to empty.

.. tabs::
.. code-tab:: gdscript GDScript

# Play child animation connected to "state_2" port.
animation_tree.set("parameters/Transition/transition_request", "state_2")
# Alternative syntax (same result as above).
animation_tree["parameters/Transition/transition_request"] = "state_2"

# Get current state name.
animation_tree.get("parameters/Transition/current_state")
# Alternative syntax (same result as above).
animation_tree["parameters/Transition/current_state"]

# Get current state index.
animation_tree.get("parameters/Transition/current_index"))
# Alternative syntax (same result as above).
animation_tree["parameters/Transition/current_index"]

.. code-tab:: csharp

// Play child animation connected to "state_2" port.
animationTree.Set("parameters/Transition/transition_request", "state_2");

// Get current state name.
animationTree.Get("parameters/Transition/current_state");

// Get current state index.
animationTree.Get("parameters/Transition/current_index");

BlendSpace2D
^^^^^^^^^^^^
Expand Down Expand Up @@ -247,11 +300,27 @@ Afterwards, the actual motion can be retrieved via the :ref:`AnimationTree <clas
.. tabs::
.. code-tab:: gdscript GDScript

anim_tree.get_root_motion_transform()
# Get the motion delta.
animation_tree.get_root_motion_position()
animation_tree.get_root_motion_rotation()
animation_tree.get_root_motion_scale()

# Get the actual blended value of the animation.
animation_tree.get_root_motion_position_accumulator()
animation_tree.get_root_motion_rotation_accumulator()
animation_tree.get_root_motion_scale_accumulator()

.. code-tab:: csharp

animTree.GetRootMotionTransform();
// Get the motion delta.
animationTree.GetRootMotionPosition();
animationTree.GetRootMotionRotation();
animationTree.GetRootMotionScale();

// Get the actual blended value of the animation.
animationTree.GetRootMotionPositionAccumulator();
animationTree.GetRootMotionRotationAccumulator();
animationTree.GetRootMotionScaleAccumulator();

This can be fed to functions such as :ref:`CharacterBody3D.move_and_slide <class_CharacterBody3D_method_move_and_slide>` to control the character movement.

Expand All @@ -260,7 +329,6 @@ character and animations (this node is disabled by default during the game).

.. image:: img/animtree15.gif


Controlling from code
---------------------

Expand Down Expand Up @@ -288,14 +356,13 @@ Which allows setting them or reading them:
.. tabs::
.. code-tab:: gdscript GDScript

anim_tree.set("parameters/eye_blend/blend_amount", 1.0)
animation_tree.set("parameters/eye_blend/blend_amount", 1.0)
# Simpler alternative form:
anim_tree["parameters/eye_blend/blend_amount"] = 1.0
animation_tree["parameters/eye_blend/blend_amount"] = 1.0

.. code-tab:: csharp

animTree.Set("parameters/eye_blend/blend_amount", 1.0);

animationTree.Set("parameters/eye_blend/blend_amount", 1.0);

State machine travel
--------------------
Expand All @@ -308,15 +375,14 @@ to the destination state.
To use the travel ability, you should first retrieve the :ref:`AnimationNodeStateMachinePlayback <class_AnimationNodeStateMachinePlayback>`
object from the ``AnimationTree`` node (it is exported as a property).


.. tabs::
.. code-tab:: gdscript GDScript

var state_machine = anim_tree["parameters/playback"]
var state_machine = animation_tree["parameters/playback"]

.. code-tab:: csharp

AnimationNodeStateMachinePlayback stateMachine = (AnimationNodeStateMachinePlayback)animTree.Get("parameters/playback");
AnimationNodeStateMachinePlayback stateMachine = (AnimationNodeStateMachinePlayback)animationTree.Get("parameters/playback");

Once retrieved, it can be used by calling one of the many functions it offers:

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28 changes: 24 additions & 4 deletions tutorials/animation/introduction.rst
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Expand Up @@ -128,6 +128,9 @@ The sprite holds an image texture. For this tutorial, select the Sprite2D node,
click Texture in the Inspector, and then click Load. Select the default Godot
icon for the sprite's texture.

Adding an animation
~~~~~~~~~~~~~~~~~~~

Select the AnimationPlayer node and click the "Animation" button in the
animation editor. From the list, select "New" (|Add Animation|) to add a new
animation. Enter a name for the animation in the dialog box.
Expand All @@ -137,6 +140,23 @@ animation. Enter a name for the animation in the dialog box.

Add a new animation

Manage an animation libraries
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

For reusability, the animation is registered in a list in the animation library resource. If you add an animation to AnimationPlayer without specifying any particular settings, the animation will be registered in the [Global] animation library that AnimationPlayer has by default.

.. figure:: img/animation_library.png
:alt: Manage animations

Manage animations

If there are multiple animation libraries and you try to add an animation, a dialog box will appear with options.

.. figure:: img/animation_library_dialog.png
:alt: Add a new animation with library option

Add a new animation with library option

Adding a track
~~~~~~~~~~~~~~

Expand Down Expand Up @@ -233,10 +253,6 @@ 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
Expand All @@ -259,6 +275,8 @@ keyframes. These interpolation modes are supported:
the two keyframes
- Cubic: Set the value based on a cubic function calculation between
the two keyframes
- Linear Angle (Only appears in rotation property): Linear mode with shortest path rotation
- Cubic Angle (Only appears in rotation property): Cubic mode with shortest path rotation

.. figure:: img/animation_track_interpolation.png
:alt: Track interpolation
Expand Down Expand Up @@ -347,3 +365,5 @@ 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.

.. note:: RESET tracks is also used as a reference value for blending. See also `For better blending <../tutorials/animation/animation_tree.html#for-better-blending>`__.

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