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Add a page on the different animation track types

skyace65 5 years ago
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64496774fd

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tutorials/animation/animation_track_types.rst

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+.. _doc_animation_track_types:
+
+Animation Track types
+=====================
+
+Overview
+--------
+
+This page goes over the different track types in Godot's animation player
+node.
+
+.. image:: img/track_types.png
+
+This page will assume you have already read :ref:`doc_introduction_2d_animation`,
+or have basic knowledge of animation in Godot. Property tracks will not be
+explained here.
+
+3D Transform Track
+------------------
+
+3D transform tracks have a very specific use. They are used exclusively to
+adjust the location, rotation and scale of a 3D object. This exists because
+adjusting those properties with a property track would be cumbersome.
+
+.. image:: img/3D_transform_track.png
+
+Call Method tracks
+------------------
+
+Call method tracks allow you to use the method of a node while an animation
+is playing. For example deleting a node after a death animation.
+
+To create one click "Add Track" and then "Call Method Track." Then select
+the node whose method you want to call during the animation. To call the
+method right click the timeline and select "Insert Key," this will bring
+up a list of every method in that node.
+
+.. image:: img/node_methods.png
+
+Selecting the key on the timeline will bring up the animation track key
+editor in the inspector. If you expand the "Args" tab you will see a
+list of arguments the method takes that you can edit.
+
+.. image:: img/node_method_args.png
+
+Bezier Curve Track
+------------------
+
+A bezier curve track is a specific type of property track. In a property
+track properties are changed at a consistent rate. Bezier curve tracks
+allow you to change properties according to a bezier curve.
+
+To create one click "Add Track" and then "Bezier Curve Track." Like a
+property track you need to select a node and then a property to animate.
+Create some keys and click the curve icon on the right side of the
+animation player.
+
+.. image:: img/bezier_curve_icon.png
+
+This should open the bezier curve editor. Keys will be represented
+by white diamonds, and the transparent diamonds connected to them are
+manipulators that can be moved to manipulate the shape of the curve.
+
+.. image:: img/bezier_curves.png
+
+In the bottom right of the editor you can select the manipulator mode.
+
+.. image:: img/manipulator_modes.png
+
+-  Free: either manipulator of a key can be moved completely without
+   affecting the position of the other.
+-  Balanced: The position of one manipulator perfectly mirrors the other.
+   But the distance of the manipulator from the key is not mirrored.
+-  Mirror: The position of one manipulator perfectly mirrors the other.
+   Including the distance of the manipulator from the key.
+
+Audio Playback Track
+--------------------
+
+If you want to create an animation with audio you need to use an audio
+playback track. Before you create one your scene must have either a
+AudioStreamPlayer, AudioStreamPlayer2D, or AudioStreamPlayer3D node. When
+creating the track you must select one of those nodes.
+
+If you need to you can create multiple audio tracks using the same node.
+To add an audio file to your audio playback track, find the file you want
+in the file system panel, then drag and drop it onto the audio playback
+track in the animation player. After that you should see the waveform
+of your audio file in the track.
+
+.. image:: img/audio_track.png
+
+To delete an audio file from your audio playback track, select it in the
+track and press your delete key, or right click it and select "Delete
+Key(s)"
+
+Animation Playback Track
+------------------------
+
+Animation playback tracks are used to access the animations of other
+animation player nodes in a scene. For example you may have several
+characters in a scene for a cutscene, and want to use their own animations
+for the cutscene.
+
+To create one select "New Track" and "Animation Playback Track." You then
+need to select the animation player you want to access. If you have a instanced
+scene where the animation player of that scene is not the root node, you need
+to enable "Editable Children" in the scene tree to access that animation player.
+And an animation player cannot access itself.
+
+To play an animation right click the timeline and insert a key. Select the
+key you just created to open animation track key edit in the inspector. From
+there you can select the specific animation you want to paly.
+
+.. image:: img/animation_player_animation.png
+
+If an animation is already playing and you want to stop it early, you can create
+a key and have it set to `[STOP]` under animation. The current animation will then
+stop when it hits that key.

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tutorials/animation/img/3D_transform_track.png


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tutorials/animation/img/animation_add_call_method_track.png


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tutorials/animation/img/animation_add_track.png


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tutorials/animation/img/animation_call_method_keyframe.png


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tutorials/animation/img/animation_method_options.png


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tutorials/animation/img/animation_player_animation.png


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tutorials/animation/img/animation_select_audiostreamplayer.png


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tutorials/animation/img/audio_track.png


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tutorials/animation/img/bezier_curve_icon.png


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tutorials/animation/img/bezier_curves.png


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tutorials/animation/img/manipulator_modes.png


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tutorials/animation/img/node_method_args.png


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tutorials/animation/img/node_methods.png


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tutorials/animation/img/track_types.png


+ 1 - 0
tutorials/animation/index.rst

@@ -6,6 +6,7 @@ Animation
    :name: toc-learn-features-animation
    :name: toc-learn-features-animation
 
 
    introduction
    introduction
+   animation_track_types
    cutout_animation
    cutout_animation
    2d_skeletons
    2d_skeletons
    animation_tree
    animation_tree

+ 0 - 60
tutorials/animation/introduction.rst

@@ -308,65 +308,5 @@ the property values when it reaches this keyframe.
 You usually tweak your animations this way, when the movement doesn't
 You usually tweak your animations this way, when the movement doesn't
 "look right".
 "look right".
 
 
-Advanced: Call Method tracks
-----------------------------
-
-Godot's animation engine doesn't stop here. If you're already
-comfortable with Godot's scripting language
-:ref:`doc_gdscript` and :doc:`/classes/index` you
-know that each node type is a class and has a bunch of callable
-methods.
-
-For example, the :ref:`class_AudioStreamPlayer` node type has a
-method to play an audio stream.
-
-Wouldn't it be great to use a method at a specific keyframe in an
-animation? This is where "Call Method Tracks" come in handy. These tracks
-reference a node again, this time without a reference to a property.
-Instead, a keyframe holds the name and arguments of a method, that
-Godot should call when it reaches this keyframe.
-
-To demonstrate, we're going to use a call method track to play audio at a
-specific keyframe. Normally to play audio you should use an audio track,
-but for the sake of demonstrating methods we're going to do it this way.
-
-Add a :ref:`class_AudioStreamPlayer` to the Scene Tree and setup a
-stream using an audio file you put in your project.
-
-Click on "Add track" (|Add track|) on the animation panel's track
-controls.
-
-Select "Add Call Method Track" from the list of possible track types.
-
-.. figure:: img/animation_add_call_method_track.png
-   :alt: Add Call Method Track
-
-   Add Call Method Track
-
-Select the :ref:`class_AudioStreamPlayer` node in the selection
-window. Godot adds the track with the reference to the node.
-
-.. figure:: img/animation_select_audiostreamplayer.png
-   :alt: Select AudioStreamPlayer
-
-   Select AudioStreamPlayer
-
-Right click the timeline where Godot should play the sample and
-click the "Insert Key" option. This will bring up a list of methods
-that can be called for the AudioStreamPlayer node. Select the first
-one.
-
-.. image:: img/animation_method_options.png
-
-When Godot reaches the keyframe, Godot calls the
-:ref:`class_AudioStreamPlayer` node's "play" function and the stream
-plays.
-
-You can change its position by dragging it on the timeline, you can also
-click on the keyframe and use the keyframe settings in the inspector.
-
-.. image:: img/animation_call_method_keyframe.png
-
 .. |Play from beginning| image:: img/animation_play_from_beginning.png
 .. |Play from beginning| image:: img/animation_play_from_beginning.png
 .. |Add Animation| image:: img/animation_add.png
 .. |Add Animation| image:: img/animation_add.png
-.. |Add track| image:: img/animation_add_track.png