|
@@ -57,9 +57,6 @@ It consists of four parts:
|
|
|
- The timeline and track controls, where you can zoom the timeline and
|
|
|
edit tracks for example.
|
|
|
|
|
|
-See the `animation panel reference <#animation-panel-reference>`__ below
|
|
|
-for details.
|
|
|
-
|
|
|
Computer animation relies on keyframes
|
|
|
--------------------------------------
|
|
|
|
|
@@ -169,21 +166,6 @@ the timeline:
|
|
|
|
|
|
The sprite track
|
|
|
|
|
|
-The track name consists of a Node Path, followed by a colon, followed by
|
|
|
-a reference to its property, that we would like to modify.
|
|
|
-
|
|
|
-In our example, the path is ``AnimationPlayer/Sprite`` and the property
|
|
|
-is ``position``.
|
|
|
-
|
|
|
-The path always starts at the AnimationPlayer node's parent (so paths
|
|
|
-always have to include the AnimationPlayer node itself).
|
|
|
-
|
|
|
-.. note::
|
|
|
-
|
|
|
- Don't worry if you change the names of nodes in the Scene Tree, that you
|
|
|
- already have tracks for. Godot automatically updates the paths in the
|
|
|
- tracks.
|
|
|
-
|
|
|
The second keyframe
|
|
|
~~~~~~~~~~~~~~~~~~~
|
|
|
|