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Update the "Getting the animations ready" section

In tutorial 2 some of the animation track steps are outdated due to
changes made in Godot 3.1. This commit fixes those outdated parts

Ref: https://godotengine.org/article/godot-gets-brand-new-animation-editor-cinematic-support
Keeyan Nejad 6 years ago
parent
commit
14acf43759

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tutorials/3d/fps_tutorial/img/AnimationPlayerAddPoint.png


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tutorials/3d/fps_tutorial/img/AnimationPlayerAddTrack.png


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tutorials/3d/fps_tutorial/img/AnimationPlayerCallFuncTrack.png


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tutorials/3d/fps_tutorial/img/AnimationPlayerEditPoints.png


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tutorials/3d/fps_tutorial/img/AnimationPlayerInsertKey.png


+ 17 - 37
tutorials/3d/fps_tutorial/part_two.rst

@@ -255,7 +255,7 @@ check for every possible animation state. If we need to, we will transition into
 
 
 _________
 _________
 
 
-Finally, there is ``animation_callback``. This function will be called by a function track in our animations.
+Finally, there is ``animation_callback``. This function will be called by a call method track in our animations.
 If we have a :ref:`FuncRef <class_FuncRef>` assigned to ``callback_function``, then we call that passed in function. If we do not
 If we have a :ref:`FuncRef <class_FuncRef>` assigned to ``callback_function``, then we call that passed in function. If we do not
 have a :ref:`FuncRef <class_FuncRef>` assigned to ``callback_function``, we print out a warning to the console.
 have a :ref:`FuncRef <class_FuncRef>` assigned to ``callback_function``, we print out a warning to the console.
 
 
@@ -271,17 +271,16 @@ Before that, though, we need to set some animation callback tracks in our firing
 Open up ``Player.tscn`` if you don't have it open and navigate to the :ref:`AnimationPlayer <class_AnimationPlayer>` node
 Open up ``Player.tscn`` if you don't have it open and navigate to the :ref:`AnimationPlayer <class_AnimationPlayer>` node
 (``Player`` -> ``Rotation_Helper`` -> ``Model`` -> ``Animation_Player``).
 (``Player`` -> ``Rotation_Helper`` -> ``Model`` -> ``Animation_Player``).
 
 
-We need to attach a function track to three of our animations: The firing animation for the pistol, rifle, and knife.
+We need to attach a call method track to three of our animations: The firing animation for the pistol, rifle, and knife.
 Let's start with the pistol. Click the animation drop down list and select "Pistol_fire".
 Let's start with the pistol. Click the animation drop down list and select "Pistol_fire".
 
 
 Now scroll down to the bottom of the list of animation tracks. The final item in the list should read
 Now scroll down to the bottom of the list of animation tracks. The final item in the list should read
-``Armature/Skeleton:Left_UpperPointer``. Now at the bottom of the list, click the plus icon on the bottom
-bar of animation window, right next to the loop button and the up arrow.
+``Armature/Skeleton:Left_UpperPointer``. Now above the list, click the "Add track" button, to the left of the time line
 
 
 .. image:: img/AnimationPlayerAddTrack.png
 .. image:: img/AnimationPlayerAddTrack.png
 
 
-This will bring up a window with three choices. We want to add a function callback track, so click the
-option that reads "Add Call Func Track". This will open a window showing the entire node tree. Navigate to the
+This will bring up a window with a few choices. We want to add a call method track, so click the
+option that reads "Call Method Track". This will open a window showing the entire node tree. Navigate to the
 :ref:`AnimationPlayer <class_AnimationPlayer>` node, select it, and press OK.
 :ref:`AnimationPlayer <class_AnimationPlayer>` node, select it, and press OK.
 
 
 .. image:: img/AnimationPlayerCallFuncTrack.png
 .. image:: img/AnimationPlayerCallFuncTrack.png
@@ -306,25 +305,13 @@ reach the point where the muzzle starts to flash.
 
 
          You can also change how the timeline scrubbing snaps by changing the value in ``Step (s)`` to a lower/higher value.
          You can also change how the timeline scrubbing snaps by changing the value in ``Step (s)`` to a lower/higher value.
 
 
-Once you get to a point you like, press the little green plus symbol on the far right side of the
-``AnimationPlayer`` track. This will place a little green point at the position you are currently
-at in the animation on your ``AnimationPlayer`` track.
+Once you get to a point you like, right click on the row for "Animation Player" and press insert key.
+In the empty name field, enter ``animation_callback`` and press ``enter``.
 
 
-.. image:: img/AnimationPlayerAddPoint.png
+.. image:: img/AnimationPlayerInsertKey.png
 
 
-Now we have one more step before we are done with the pistol. Select the "enable editing of individual keys"
-button on the far right corner of the animation window. It looks like a pencil with a little point beside it.
 
 
-.. image:: img/AnimationPlayerEditPoints.png
-
-Once you've clicked that, a new window will open on the right side. Now click the green point on the ``AnimationPlayer``
-track. This will bring up the information associated with that point in the timeline. In the empty name field, enter
-``animation_callback`` and press ``enter``.
-
-Now when we are playing this animation the callback function will be triggered at that specific point of the animation.
-
-.. warning:: Be sure to press the "enable editing of individual keys" button again to turn off the ability to edit individual keys
-              so you cannot change one of the transform tracks by accident!
+Now when we are playing this animation the call method track will be triggered at that specific point of the animation.
 
 
 _________
 _________
 
 
@@ -333,28 +320,21 @@ Let's repeat the process for the rifle and knife firing animations!
 .. note:: Because the process is exactly the same as the pistol, the process is going to explained in a little less depth.
 .. note:: Because the process is exactly the same as the pistol, the process is going to explained in a little less depth.
           Follow the steps from above if you get lost! It is exactly the same, just on a different animation.
           Follow the steps from above if you get lost! It is exactly the same, just on a different animation.
 
 
-Go to the "Rifle_fire" animation from the animation drop down. Add the function callback track once you reach the bottom of the
-animation track list by clicking the little plus icon at the bottom of the screen. Find the point where the muzzle starts
-to flash and click the little green plus symbol to add a function callback point at that position on the track.
+Go to the "Rifle_fire" animation from the animation drop down. Add the call method track once you reach the bottom of the
+animation track list by clicking the "Add Track" button above the list. Find the point where the muzzle starts
+to flash and right click and press ``Insert Key`` to add a call method track point at that position on the track.
 
 
-Next, click the "enable editing of individual keys" button.
-Select the newly created function callback point, put "animation_callback" into the name field and press ``enter``.
-Click the "enable editing of individual keys" button again to turn off individual key editing.
-so we cannot change one of the transform tracks by accident.
+Type "animation_callback" into the name field of the pop up which opened and press ``enter``.
 
 
-Now we need to apply the callback function track to the knife animation. Select the "Knife_fire" animation and scroll to the bottom of the
-animation tracks. Click the plus symbol at the bottom of the animation window and add a function callback track.
-Next find a point around the first third of the animation to place the animation callback function point at.
+Now we need to apply the callback method track to the knife animation. Select the "Knife_fire" animation and scroll to the bottom of the
+animation tracks. Click the "Add Track" button above the list and add a method track.
+Next find a point around the first third of the animation to place the animation callback method point at.
 
 
 .. note:: We will not actually be firing the knife, and the animation is a stabbing animation rather than a firing one.
 .. note:: We will not actually be firing the knife, and the animation is a stabbing animation rather than a firing one.
          For this tutorial we are reusing the gun firing logic for our knife, so the animation has been named in a style that
          For this tutorial we are reusing the gun firing logic for our knife, so the animation has been named in a style that
          is consistent with the other animations.
          is consistent with the other animations.
 
 
-From there click the little green plus to add a function callback point at the current position. Then click the "enable editing of individual keys"
-button, the button with a plus at the bottom right side of the animation window.
-Select the newly created function callback point, put "animation_callback" into the name field and press ``enter``.
-Click the "enable editing of individual keys" button again to turn off individual key editing,
-so we cannot change one of the transform tracks by accident.
+From there right click on the timeline and click "Insert Key". Put "animation_callback" into the name field and press ``enter``.
 
 
 .. tip:: Be sure to save your work!
 .. tip:: Be sure to save your work!