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Merge pull request #11149 from Piralein/MeMeDontLike3D

Overhaul "Getting Started - Your first 3D game" images
Matthew 3 days ago
parent
commit
37bbf2bc41
100 changed files with 83 additions and 81 deletions
  1. 2 2
      getting_started/first_3d_game/01.game_setup.rst
  2. 4 4
      getting_started/first_3d_game/03.player_movement_code.rst
  3. 6 6
      getting_started/first_3d_game/04.mob_scene.rst
  4. 17 19
      getting_started/first_3d_game/05.spawning_mobs.rst
  5. 16 9
      getting_started/first_3d_game/06.jump_and_squash.rst
  6. 4 4
      getting_started/first_3d_game/07.killing_player.rst
  7. 34 37
      getting_started/first_3d_game/09.adding_animations.rst
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+ 2 - 2
getting_started/first_3d_game/01.game_setup.rst

@@ -27,7 +27,7 @@ Click *Import* to open the project in the editor.
 .. image:: img/01.game_setup/03.import_and_edit.webp
 .. image:: img/01.game_setup/03.import_and_edit.webp
 
 
 A window notifying you that the project was generated by an older Godot version may appear.
 A window notifying you that the project was generated by an older Godot version may appear.
-Click *Convert Full Project* to convert the project to your current Godot version.
+Click *OK* to convert the project to your current Godot version.
 
 
 .. image:: img/01.game_setup/import_project_to_4.x_prompt.webp
 .. image:: img/01.game_setup/import_project_to_4.x_prompt.webp
 
 
@@ -147,7 +147,7 @@ Move it up by clicking and dragging on the manipulator's green arrow
 and click and drag on the red arc to rotate it around the X-axis, until the
 and click and drag on the red arc to rotate it around the X-axis, until the
 ground is lit.
 ground is lit.
 
 
-In the *Inspector*, turn on *Shadow -> Enabled* by clicking the checkbox.
+In the *Inspector*, turn on *Shadow* by clicking the checkbox.
 
 
 .. image:: img/01.game_setup/16.turn_on_shadows.webp
 .. image:: img/01.game_setup/16.turn_on_shadows.webp
 
 

+ 4 - 4
getting_started/first_3d_game/03.player_movement_code.rst

@@ -449,12 +449,12 @@ Ultimately, we have both player movement and the view in place. Next, we will
 work on the monsters.
 work on the monsters.
 
 
 .. |image0| image:: img/03.player_movement_code/01.attach_script_to_player.webp
 .. |image0| image:: img/03.player_movement_code/01.attach_script_to_player.webp
-.. |image1| image:: img/03.player_movement_code/02.clicking_main_tab.png
+.. |image1| image:: img/03.player_movement_code/02.clicking_main_tab.webp
 .. |image2| image:: img/03.player_movement_code/03.instance_child_scene.webp
 .. |image2| image:: img/03.player_movement_code/03.instance_child_scene.webp
 .. |image3| image:: img/03.player_movement_code/04.scene_tree_with_camera.webp
 .. |image3| image:: img/03.player_movement_code/04.scene_tree_with_camera.webp
-.. |image4| image:: img/03.player_movement_code/05.camera_preview_checkbox.png
-.. |image5| image:: img/03.player_movement_code/06.two_viewports.png
-.. |image6| image:: img/03.player_movement_code/07.camera_preview_checkbox.png
+.. |image4| image:: img/03.player_movement_code/05.camera_preview_checkbox.webp
+.. |image5| image:: img/03.player_movement_code/06.two_viewports.webp
+.. |image6| image:: img/03.player_movement_code/07.camera_preview_checkbox.webp
 .. |image7| image:: img/03.player_movement_code/08.camera_moved.png
 .. |image7| image:: img/03.player_movement_code/08.camera_moved.png
 .. |image8| image:: img/03.player_movement_code/09.camera_rotated.png
 .. |image8| image:: img/03.player_movement_code/09.camera_rotated.png
 .. |image9| image:: img/03.player_movement_code/10.camera_perspective.png
 .. |image9| image:: img/03.player_movement_code/10.camera_perspective.png

+ 6 - 6
getting_started/first_3d_game/04.mob_scene.rst

@@ -331,13 +331,13 @@ Here is the complete ``mob.gd`` script for reference.
         }
         }
     }
     }
 
 
-.. |image0| image:: img/04.mob_scene/01.initial_three_nodes.png
-.. |image1| image:: img/04.mob_scene/02.add_child_node.png
-.. |image2| image:: img/04.mob_scene/03.scene_with_collision_shape.png
+.. |image0| image:: img/04.mob_scene/01.initial_three_nodes.webp
+.. |image1| image:: img/04.mob_scene/02.add_child_node.webp
+.. |image2| image:: img/04.mob_scene/03.scene_with_collision_shape.webp
 .. |image4| image:: img/04.mob_scene/05.box_final_size.png
 .. |image4| image:: img/04.mob_scene/05.box_final_size.png
-.. |image5| image:: img/04.mob_scene/06.visibility_notifier.png
+.. |image5| image:: img/04.mob_scene/06.visibility_notifier.webp
 .. |image6| image:: img/04.mob_scene/07.visibility_notifier_bbox_resized.png
 .. |image6| image:: img/04.mob_scene/07.visibility_notifier_bbox_resized.png
-.. |image7| image:: img/04.mob_scene/08.mob_attach_script.png
-.. |image8| image:: img/04.mob_scene/09.switch_to_3d_workspace.png
+.. |image7| image:: img/04.mob_scene/08.mob_attach_script.webp
+.. |image8| image:: img/04.mob_scene/09.switch_to_3d_workspace.webp
 .. |image9| image:: img/04.mob_scene/10.node_dock.webp
 .. |image9| image:: img/04.mob_scene/10.node_dock.webp
 .. |image10| image:: img/04.mob_scene/11.connect_signal.webp
 .. |image10| image:: img/04.mob_scene/11.connect_signal.webp

+ 17 - 19
getting_started/first_3d_game/05.spawning_mobs.rst

@@ -21,7 +21,7 @@ Go to *Project -> Project Settings*.
 If you still have *Input Map* open, switch to the *General* tab.
 If you still have *Input Map* open, switch to the *General* tab.
 
 
 In the left menu, navigate down to *Display -> Window*. On the right, set the
 In the left menu, navigate down to *Display -> Window*. On the right, set the
-*Width* to ``720`` and the *Height* to ``540``.
+*Viewport Width* to ``720`` and the *Viewport Height* to ``540``.
 
 
 |image2|
 |image2|
 
 
@@ -106,8 +106,6 @@ In the *Inspector*, expand the *Material* section and assign a :ref:`StandardMat
 
 
 |image13|
 |image13|
 
 
-.. image:: img/05.spawning_mobs/standard_material.webp
-
 Click the sphere icon to open the material resource. You get a preview of the
 Click the sphere icon to open the material resource. You get a preview of the
 material and a long list of sections filled with properties. You can use these
 material and a long list of sections filled with properties. You can use these
 to create all sorts of surfaces, from metal to rock or water.
 to create all sorts of surfaces, from metal to rock or water.
@@ -346,28 +344,28 @@ For now, they bump and slide against one another when their paths cross. We'll
 address this in the next part.
 address this in the next part.
 
 
 .. |image0| image:: img/05.spawning_mobs/01.monsters_path_preview.png
 .. |image0| image:: img/05.spawning_mobs/01.monsters_path_preview.png
-.. |image1| image:: img/05.spawning_mobs/02.project_settings.png
+.. |image1| image:: img/05.spawning_mobs/02.project_settings.webp
 .. |image2| image:: img/05.spawning_mobs/03.window_settings.webp
 .. |image2| image:: img/05.spawning_mobs/03.window_settings.webp
 .. |image3| image:: img/05.spawning_mobs/04.camera_preview.png
 .. |image3| image:: img/05.spawning_mobs/04.camera_preview.png
-.. |image4| image:: img/05.spawning_mobs/05.cylinders_node.png
-.. |image5| image:: img/05.spawning_mobs/06.cylinder_mesh.png
-.. |image6| image:: img/05.spawning_mobs/07.top_view.png
-.. |image7| image:: img/05.spawning_mobs/08.toggle_view_grid.png
-.. |image8| image:: img/05.spawning_mobs/09.toggle_grid_snap.png
+.. |image4| image:: img/05.spawning_mobs/05.cylinders_node.webp
+.. |image5| image:: img/05.spawning_mobs/06.cylinder_mesh.webp
+.. |image6| image:: img/05.spawning_mobs/07.top_view.webp
+.. |image7| image:: img/05.spawning_mobs/08.toggle_view_grid.webp
+.. |image8| image:: img/05.spawning_mobs/09.toggle_grid_snap.webp
 .. |image9| image:: img/05.spawning_mobs/10.place_first_cylinder.png
 .. |image9| image:: img/05.spawning_mobs/10.place_first_cylinder.png
 .. |image10| image:: img/05.spawning_mobs/11.both_cylinders_selected.png
 .. |image10| image:: img/05.spawning_mobs/11.both_cylinders_selected.png
 .. |image11| image:: img/05.spawning_mobs/12.four_cylinders.png
 .. |image11| image:: img/05.spawning_mobs/12.four_cylinders.png
-.. |image12| image:: img/05.spawning_mobs/13.selecting_all_cylinders.png
+.. |image12| image:: img/05.spawning_mobs/13.selecting_all_cylinders.webp
 .. |image13| image:: img/05.spawning_mobs/14.multi_material_selection.webp
 .. |image13| image:: img/05.spawning_mobs/14.multi_material_selection.webp
-.. |image14| image:: img/05.spawning_mobs/15.bright-cylinders.png
-.. |image15| image:: img/05.spawning_mobs/16.cylinders_fold.png
-.. |image16| image:: img/05.spawning_mobs/17.points_options.png
-.. |image17| image:: img/05.spawning_mobs/18.close_path.png
+.. |image14| image:: img/05.spawning_mobs/15.bright-cylinders.webp
+.. |image15| image:: img/05.spawning_mobs/16.cylinders_fold.webp
+.. |image16| image:: img/05.spawning_mobs/17.points_options.webp
+.. |image17| image:: img/05.spawning_mobs/18.close_path.webp
 .. |image18| image:: img/05.spawning_mobs/19.path_result.png
 .. |image18| image:: img/05.spawning_mobs/19.path_result.png
-.. |image19| image:: img/05.spawning_mobs/20.spawn_nodes.png
-.. |image20| image:: img/05.spawning_mobs/20.mob_scene_property.png
-.. |image21| image:: img/05.spawning_mobs/21.mob_timer.png
-.. |image22| image:: img/05.spawning_mobs/22.mob_timer_properties.png
-.. |image23| image:: img/05.spawning_mobs/23.timeout_signal.png
+.. |image19| image:: img/05.spawning_mobs/20.spawn_nodes.webp
+.. |image20| image:: img/05.spawning_mobs/20.mob_scene_property.webp
+.. |image21| image:: img/05.spawning_mobs/21.mob_timer.webp
+.. |image22| image:: img/05.spawning_mobs/22.mob_timer_properties.webp
+.. |image23| image:: img/05.spawning_mobs/23.timeout_signal.webp
 .. |image24| image:: img/05.spawning_mobs/24.connect_timer_to_main.webp
 .. |image24| image:: img/05.spawning_mobs/24.connect_timer_to_main.webp
 .. |image25| image:: img/05.spawning_mobs/25.spawn_result.png
 .. |image25| image:: img/05.spawning_mobs/25.spawn_result.png

+ 16 - 9
getting_started/first_3d_game/06.jump_and_squash.rst

@@ -181,17 +181,22 @@ collisions with the floor. To do so, we can use Godot's :ref:`group
 Open the scene ``mob.tscn`` again and select the *Mob* node. Go to the *Node*
 Open the scene ``mob.tscn`` again and select the *Mob* node. Go to the *Node*
 dock on the right to see a list of signals. The *Node* dock has two tabs:
 dock on the right to see a list of signals. The *Node* dock has two tabs:
 *Signals*, which you've already used, and *Groups*, which allows you to assign
 *Signals*, which you've already used, and *Groups*, which allows you to assign
-tags to nodes.
-
-Click on it to reveal a field where you can write a tag name. Enter "mob" in the
-field and click the *Add* button.
+tags to nodes. Click on the *+* button to open the *Create new Group* dialog.
 
 
 |image7|
 |image7|
 
 
+Enter "mob" in the *Name* field and click the *Ok* button.
+
+|image8|
+
+The "mob" group is now shown under the *Scene Groups* section.
+
+|image9|
+
 An icon appears in the *Scene* dock to indicate the node is part of at least one
 An icon appears in the *Scene* dock to indicate the node is part of at least one
 group.
 group.
 
 
-|image8|
+|image10|
 
 
 We can now use the group from the code to distinguish collisions with monsters
 We can now use the group from the code to distinguish collisions with monsters
 from collisions with the floor.
 from collisions with the floor.
@@ -367,12 +372,14 @@ With that, you should be able to kill monsters by jumping on them. You can press
 
 
 However, the player won't die yet. We'll work on that in the next part.
 However, the player won't die yet. We'll work on that in the next part.
 
 
-.. |image0| image:: img/06.jump_and_squash/02.project_settings.png
+.. |image0| image:: img/06.jump_and_squash/02.project_settings.webp
 .. |image1| image:: img/06.jump_and_squash/03.physics_layers.webp
 .. |image1| image:: img/06.jump_and_squash/03.physics_layers.webp
 .. |image2| image:: img/06.jump_and_squash/04.default_physics_properties.webp
 .. |image2| image:: img/06.jump_and_squash/04.default_physics_properties.webp
 .. |image3| image:: img/06.jump_and_squash/05.toggle_layer_and_mask.webp
 .. |image3| image:: img/06.jump_and_squash/05.toggle_layer_and_mask.webp
-.. |image4| image:: img/06.jump_and_squash/06.named_checkboxes.png
+.. |image4| image:: img/06.jump_and_squash/06.named_checkboxes.webp
 .. |image5| image:: img/06.jump_and_squash/07.player_physics_mask.webp
 .. |image5| image:: img/06.jump_and_squash/07.player_physics_mask.webp
 .. |image6| image:: img/06.jump_and_squash/08.mob_physics_mask.webp
 .. |image6| image:: img/06.jump_and_squash/08.mob_physics_mask.webp
-.. |image7| image:: img/06.jump_and_squash/09.groups_tab.png
-.. |image8| image:: img/06.jump_and_squash/10.group_scene_icon.png
+.. |image7| image:: img/06.jump_and_squash/09.groups_tab.webp
+.. |image8| image:: img/06.jump_and_squash/10.group_create_new.webp
+.. |image9| image:: img/06.jump_and_squash/11.group_scene_groups.webp
+.. |image10| image:: img/06.jump_and_squash/12.group_scene_icon.webp

+ 4 - 4
getting_started/first_3d_game/07.killing_player.rst

@@ -511,9 +511,9 @@ Finally, the longest script, ``player.gd``:
 
 
 See you in the next lesson to add the score and the retry option.
 See you in the next lesson to add the score and the retry option.
 
 
-.. |image0| image:: img/07.killing_player/01.adding_area_node.png
-.. |image1| image:: img/07.killing_player/02.cylinder_shape.png
+.. |image0| image:: img/07.killing_player/01.adding_area_node.webp
+.. |image1| image:: img/07.killing_player/02.cylinder_shape.webp
 .. |image2| image:: img/07.killing_player/03.cylinder_in_editor.png
 .. |image2| image:: img/07.killing_player/03.cylinder_in_editor.png
 .. |image3| image:: img/07.killing_player/04.mob_detector_properties.webp
 .. |image3| image:: img/07.killing_player/04.mob_detector_properties.webp
-.. |image4| image:: img/07.killing_player/05.body_entered_signal.png
-.. |image5| image:: img/07.killing_player/06.player_hit_signal.png
+.. |image4| image:: img/07.killing_player/05.body_entered_signal.webp
+.. |image5| image:: img/07.killing_player/06.player_hit_signal.webp

+ 34 - 37
getting_started/first_3d_game/09.adding_animations.rst

@@ -56,17 +56,15 @@ nodes.
 
 
 Set the animation duration to ``1.2`` seconds in the top-right of the dock.
 Set the animation duration to ``1.2`` seconds in the top-right of the dock.
 
 
-|image7|
-
 You should see the gray ribbon widen a bit. It shows you the start and end of
 You should see the gray ribbon widen a bit. It shows you the start and end of
 your animation and the vertical blue line is your time cursor.
 your animation and the vertical blue line is your time cursor.
 
 
-|image8|
+|image7|
 
 
 You can click and drag the slider in the bottom-right to zoom in and out of the
 You can click and drag the slider in the bottom-right to zoom in and out of the
 timeline.
 timeline.
 
 
-|image9|
+|image8|
 
 
 The float animation
 The float animation
 -------------------
 -------------------
@@ -82,7 +80,7 @@ rotation of the ``Character`` node.
 
 
 Select the ``Character`` and in the *Inspector* expand the *Transform* section. Click the key icon next to *Position*, and *Rotation*.
 Select the ``Character`` and in the *Inspector* expand the *Transform* section. Click the key icon next to *Position*, and *Rotation*.
 
 
-|image10|
+|image9|
 
 
 .. image:: img/09.adding_animations/curves.webp
 .. image:: img/09.adding_animations/curves.webp
 
 
@@ -90,15 +88,15 @@ For this tutorial, just create RESET Track(s) which is the default choice
 
 
 Two tracks appear in the editor with a diamond icon representing each keyframe.
 Two tracks appear in the editor with a diamond icon representing each keyframe.
 
 
-|image11|
+|image10|
 
 
 You can click and drag on the diamonds to move them in time. Move the
 You can click and drag on the diamonds to move them in time. Move the
 position key to ``0.3`` seconds and the rotation key to ``0.1`` seconds.
 position key to ``0.3`` seconds and the rotation key to ``0.1`` seconds.
 
 
-|image12|
+|image11|
 
 
 Move the time cursor to ``0.5`` seconds by clicking and dragging on the gray
 Move the time cursor to ``0.5`` seconds by clicking and dragging on the gray
-timeline.
+timeline, or by entering it into the input field.
 
 
 |timeline_05_click|
 |timeline_05_click|
 
 
@@ -108,7 +106,7 @@ In the *Inspector*, set the *Position*'s *Y* axis to ``0.65`` meters and the
 If you don't see the properties in the *Inspector* panel, first click on the
 If you don't see the properties in the *Inspector* panel, first click on the
 ``Character`` node again in the *Scene* dock.
 ``Character`` node again in the *Scene* dock.
 
 
-|image13|
+|image12|
 
 
 Create a keyframe for both properties
 Create a keyframe for both properties
 
 
@@ -117,7 +115,7 @@ Create a keyframe for both properties
 Now, move the position keyframe to ``0.7``
 Now, move the position keyframe to ``0.7``
 seconds by dragging it on the timeline.
 seconds by dragging it on the timeline.
 
 
-|image14|
+|image13|
 
 
 .. note::
 .. note::
 
 
@@ -136,7 +134,7 @@ create a key for both properties.
 You can preview the result by clicking the play button or pressing :kbd:`Shift + D`.
 You can preview the result by clicking the play button or pressing :kbd:`Shift + D`.
 Click the stop button or press :kbd:`S` to stop playback.
 Click the stop button or press :kbd:`S` to stop playback.
 
 
-|image15|
+|image14|
 
 
 You can see that the engine interpolates between your keyframes to produce a
 You can see that the engine interpolates between your keyframes to produce a
 continuous animation. At the moment, though, the motion feels very robotic. This
 continuous animation. At the moment, though, the motion feels very robotic. This
@@ -147,33 +145,33 @@ We can control the transition between keyframes using easing curves.
 
 
 Click and drag around the first two keys in the timeline to box select them.
 Click and drag around the first two keys in the timeline to box select them.
 
 
-|image16|
+|image15|
 
 
 You can edit the properties of both keys simultaneously in the *Inspector*,
 You can edit the properties of both keys simultaneously in the *Inspector*,
 where you can see an *Easing* property.
 where you can see an *Easing* property.
 
 
-|image17|
+|image16|
 
 
 Click and drag on the curve, pulling it towards the left. This will make it
 Click and drag on the curve, pulling it towards the left. This will make it
 ease-out, that is to say, transition fast initially and slow down as the time
 ease-out, that is to say, transition fast initially and slow down as the time
 cursor reaches the next keyframe.
 cursor reaches the next keyframe.
 
 
-|image18|
+|image17|
 
 
 Play the animation again to see the difference. The first half should already
 Play the animation again to see the difference. The first half should already
 feel a bit bouncier.
 feel a bit bouncier.
 
 
 Apply an ease-out to the second keyframe in the rotation track.
 Apply an ease-out to the second keyframe in the rotation track.
 
 
-|image19|
+|image18|
 
 
 Do the opposite for the second position keyframe, dragging it to the right.
 Do the opposite for the second position keyframe, dragging it to the right.
 
 
-|image20|
+|image19|
 
 
 Your animation should look something like this.
 Your animation should look something like this.
 
 
-|image21|
+|image20|
 
 
 .. note::
 .. note::
 
 
@@ -197,7 +195,7 @@ Let's change the animation speed when the character is moving.
 
 
 Open the ``Player``'s script by clicking the script icon next to it.
 Open the ``Player``'s script by clicking the script icon next to it.
 
 
-|image22|
+|image21|
 
 
 In ``_physics_process()``, after the line where we check the ``direction``
 In ``_physics_process()``, after the line where we check the ``direction``
 vector, add the following code.
 vector, add the following code.
@@ -618,26 +616,25 @@ And the *Mob*'s script.
 .. |image0| image:: img/squash-the-creeps-final.gif
 .. |image0| image:: img/squash-the-creeps-final.gif
 .. |image1| image:: img/09.adding_animations/animation_player_dock.webp
 .. |image1| image:: img/09.adding_animations/animation_player_dock.webp
 .. |image2| image:: img/09.adding_animations/02.new_animation.webp
 .. |image2| image:: img/09.adding_animations/02.new_animation.webp
-.. |image3| image:: img/09.adding_animations/03.float_name.png
-.. |image4| image:: img/09.adding_animations/03.timeline.png
-.. |image5| image:: img/09.adding_animations/04.autoplay_and_loop.png
-.. |image6| image:: img/09.adding_animations/05.pin_icon.png
+.. |image3| image:: img/09.adding_animations/03.float_name.webp
+.. |image4| image:: img/09.adding_animations/03.timeline.webp
+.. |image5| image:: img/09.adding_animations/04.autoplay_and_loop.webp
+.. |image6| image:: img/09.adding_animations/05.pin_icon.webp
 .. |image7| image:: img/09.adding_animations/06.animation_duration.webp
 .. |image7| image:: img/09.adding_animations/06.animation_duration.webp
-.. |image8| image:: img/09.adding_animations/07.editable_timeline.webp
-.. |image9| image:: img/09.adding_animations/08.zoom_slider.webp
-.. |image10| image:: img/09.adding_animations/09.creating_first_keyframe.webp
-.. |image11| image:: img/09.adding_animations/10.initial_keys.webp
-.. |image12| image:: img/09.adding_animations/11.moving_keys.webp
-.. |image13| image:: img/09.adding_animations/12.second_keys_values.webp
-.. |image14| image:: img/09.adding_animations/13.second_keys.webp
-.. |image15| image:: img/09.adding_animations/14.play_button.png
-.. |image16| image:: img/09.adding_animations/15.box_select.webp
-.. |image17| image:: img/09.adding_animations/16.easing_property.png
-.. |image18| image:: img/09.adding_animations/17.ease_out.png
-.. |image19| image:: img/09.adding_animations/18.ease_out_second_rotation_key.png
-.. |image20| image:: img/09.adding_animations/19.ease_in_second_translation_key.png
-.. |image21| image:: img/09.adding_animations/20.float_animation.gif
-.. |image22| image:: img/09.adding_animations/21.script_icon.png
+.. |image8| image:: img/09.adding_animations/08.zoom_slider.webp
+.. |image9| image:: img/09.adding_animations/09.creating_first_keyframe.webp
+.. |image10| image:: img/09.adding_animations/10.initial_keys.webp
+.. |image11| image:: img/09.adding_animations/11.moving_keys.webp
+.. |image12| image:: img/09.adding_animations/12.second_keys_values.webp
+.. |image13| image:: img/09.adding_animations/13.second_keys.webp
+.. |image14| image:: img/09.adding_animations/14.play_button.webp
+.. |image15| image:: img/09.adding_animations/15.box_select.webp
+.. |image16| image:: img/09.adding_animations/16.easing_property.webp
+.. |image17| image:: img/09.adding_animations/17.ease_out.webp
+.. |image18| image:: img/09.adding_animations/18.ease_out_second_rotation_key.webp
+.. |image19| image:: img/09.adding_animations/19.ease_in_second_translation_key.webp
+.. |image20| image:: img/09.adding_animations/20.float_animation.gif
+.. |image21| image:: img/09.adding_animations/21.script_icon.webp
 .. |animation_final_keyframes| image:: img/09.adding_animations/animation_final_keyframes.webp
 .. |animation_final_keyframes| image:: img/09.adding_animations/animation_final_keyframes.webp
 .. |second_keys_both| image:: img/09.adding_animations/second_keys_both.webp
 .. |second_keys_both| image:: img/09.adding_animations/second_keys_both.webp
 .. |timeline_05_click| image:: img/09.adding_animations/timeline_05_click.webp
 .. |timeline_05_click| image:: img/09.adding_animations/timeline_05_click.webp

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