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Update outdated animation documents to synchronize them with latest version Godot #6764

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16 changes: 8 additions & 8 deletions tutorials/2d/2d_sprite_animation.rst
Original file line number Diff line number Diff line change
Expand Up @@ -50,13 +50,13 @@ Now select the ``AnimatedSprite2D`` and in its *SpriteFrames* property, select
Click on the new SpriteFrames resource and you'll see a new panel appear at the
bottom of the editor window:

.. image:: img/2d_animation_spriteframes.png
.. image:: img/2d_animation_spriteframes.webp

From the FileSystem dock on the left side, drag the 8 individual images into
the center part of the SpriteFrames panel. On the left side, change the name
of the animation from "default" to "run".

.. image:: img/2d_animation_spriteframes_done.png
.. image:: img/2d_animation_spriteframes_done.webp

Back in the Inspector, check the box for the *Playing* property. You should
now see the animation playing in the viewport. However, it is a bit slow. To
Expand Down Expand Up @@ -127,25 +127,25 @@ Set up your scene tree the same way you did previously when using individual ima

Click on the new SpriteFrames resource. This time, when the bottom panel appears, select "Add frames from a Sprite Sheet".

.. image:: img/2d_animation_add_from_spritesheet.png
.. image:: img/2d_animation_add_from_spritesheet.webp

You will be prompted to open a file. Select your sprite sheet.

A new window will open, showing your sprite sheet. The first thing you will need to do is to change the number of vertical and horizontal images in your sprite sheet. In this sprite sheet, we have four images horizontally and two images vertically.

.. image:: img/2d_animation_spritesheet_select_rows.png
.. image:: img/2d_animation_spritesheet_select_rows.webp

Next, select the frames from the sprite sheet that you want to include in your animation. We will select the top four, then click "Add 4 frames" to create the animation.

.. image:: img/2d_animation_spritesheet_selectframes.png
.. image:: img/2d_animation_spritesheet_selectframes.webp

You will now see your animation under the list of animations in the bottom panel. Double click on default to change the name of the animation to jump.

.. image:: img/2d_animation_spritesheet_animation.png
.. image:: img/2d_animation_spritesheet_animation.webp

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
.. image:: img/2d_animation_play_spritesheet_animation.webp


Sprite sheet with AnimationPlayer
Expand Down
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59 changes: 38 additions & 21 deletions tutorials/animation/animation_track_types.rst
Original file line number Diff line number Diff line change
Expand Up @@ -11,66 +11,82 @@ player node on top of the default property tracks.
We assume you already read :ref:`doc_introduction_animation`, which covers
the basics, including property tracks.

.. image:: img/track_types.png
.. image:: img/track_types.webp

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
opens with a list of available methods. Double-click one to finish creating the
keyframe.

.. image:: img/node_methods.png
.. image:: img/node_methods.webp

To change the method call or its arguments, click on the key and head to the
inspector dock. There, you can change the method to call. If you expand the
"Args" section, you will see a list of arguments you can edit.

.. image:: img/node_method_args.png
.. image:: img/node_method_args.webp

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
.. image:: img/bezier_curve_icon.webp

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
.. image:: img/bezier_curves.webp

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
.. image:: img/manipulator_modes.webp

Audio Playback Track
--------------------
Expand All @@ -84,13 +100,14 @@ To play a sound in your animation, drag and drop an audio file from the file
system dock onto the animation track. You should see the waveform of your audio
file in the track.

.. image:: img/audio_track.png
.. image:: img/audio_track.webp

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.webp

Animation Playback Track
------------------------
Expand All @@ -107,7 +124,7 @@ Then, select the animation player you want to associate with the track.
To add an animation to the track, right-click on it and insert a key. Select the
key you just created to select an animation in the inspector dock.

.. image:: img/animation_player_animation.png
.. image:: img/animation_player_animation.webp

If an animation is already playing and you want to stop it early, you can create
a key and have it set to `[STOP]` in the inspector.
Expand Down
114 changes: 94 additions & 20 deletions tutorials/animation/animation_tree.rst
Original file line number Diff line number Diff line change
Expand Up @@ -60,7 +60,7 @@ Blend tree

An ``AnimationNodeBlendTree`` can contain both root and regular nodes used for blending. Nodes are added to the graph from a menu:

.. image:: img/animtree3.png
.. image:: img/animtree3.webp

All blend trees contain an ``Output`` node by default, and something has to be connected to it in order for animations to play.

Expand Down Expand Up @@ -93,33 +93,64 @@ 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

# Get current state (read-only).
animation_tree.get("parameters/OneShot/active"))
# Alternative syntax (same result as above).
animation_tree["parameters/OneShot/active"]

.. 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);

// Get current state (read-only).
animationTree.Get("parameters/OneShot/active");

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 +161,36 @@ 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 (read-only).
animation_tree.get("parameters/Transition/current_state")
# Alternative syntax (same result as above).
animation_tree["parameters/Transition/current_state"]

# Get current state index (read-only).
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 (read-only).
animationTree.Get("parameters/Transition/current_state");

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

BlendSpace2D
^^^^^^^^^^^^
Expand Down Expand Up @@ -247,11 +308,27 @@ 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 +337,6 @@ 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 +364,13 @@ 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 +383,14 @@ 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:

Expand Down
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