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Update intro to 2D animation for Godot 3.1

skyace65 пре 6 година
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a15e2be388
36 измењених фајлова са 46 додато и 148 уклоњено
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      tutorials/animation/img/animation_add_audiostreamplayer.png
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      tutorials/animation/img/animation_animation_panel_reference.png
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      tutorials/animation/img/animation_call_func_add_keyframe.png
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      tutorials/animation/img/animation_call_func_keyframe.png
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      tutorials/animation/img/animation_call_method_keyframe.png
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      tutorials/animation/img/animation_convenience_buttons.png
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      tutorials/animation/img/animation_create_animationplayer.png
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      tutorials/animation/img/animation_create_new_animation.png
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      tutorials/animation/img/animation_illustration.png
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      tutorials/animation/img/animation_keyframe_editor_key.png
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      tutorials/animation/img/animation_keyframe_editor_toggle.png
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      tutorials/animation/img/animation_keyframe_editor_transition.png
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      tutorials/animation/img/animation_loop.png
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      tutorials/animation/img/animation_method_options.png
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      tutorials/animation/img/animation_play_from_beginning.png
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      tutorials/animation/img/animation_properties_keyframe.png
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      tutorials/animation/img/animation_reference_animation_controls.png
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      tutorials/animation/img/animation_reference_animation_management.png
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      tutorials/animation/img/animation_reference_timeline_controls.png
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      tutorials/animation/img/animation_reference_timeline_zoom_level.png
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      tutorials/animation/img/animation_reference_track_control.png
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      tutorials/animation/img/animation_select_audiostreamplayer.png
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      tutorials/animation/img/animation_set_length.png
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      tutorials/animation/img/animation_timeline.png
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      tutorials/animation/img/animation_track_interpolation.png
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      tutorials/animation/img/animation_track_loop_modes.png
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      tutorials/animation/img/animation_track_rate.png
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      tutorials/animation/img/animation_track_settings.png
  36. 46 148
      tutorials/animation/introduction_2d.rst

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tutorials/animation/img/animation_add_audiostreamplayer.png


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tutorials/animation/img/animation_add_call_func_track.png


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tutorials/animation/img/animation_add_call_method_track.png


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tutorials/animation/img/animation_add_keyframe.png


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tutorials/animation/img/animation_animation_panel.png


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tutorials/animation/img/animation_animation_panel_overview.png


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tutorials/animation/img/animation_animation_panel_reference.png


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tutorials/animation/img/animation_animation_player_tree.png


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tutorials/animation/img/animation_call_func_add_keyframe.png


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tutorials/animation/img/animation_call_func_keyframe.png


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tutorials/animation/img/animation_call_method_keyframe.png


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tutorials/animation/img/animation_convenience_buttons.png


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tutorials/animation/img/animation_create_animationplayer.png


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tutorials/animation/img/animation_create_new_animation.png


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tutorials/animation/img/animation_illustration.png


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tutorials/animation/img/animation_keyframe_editor_key.png


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tutorials/animation/img/animation_keyframe_editor_toggle.png


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tutorials/animation/img/animation_keyframe_editor_transition.png


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tutorials/animation/img/animation_loop.png


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tutorials/animation/img/animation_method_options.png


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tutorials/animation/img/animation_normal_track.png


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tutorials/animation/img/animation_play_from_beginning.png


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tutorials/animation/img/animation_properties_keyframe.png


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tutorials/animation/img/animation_reference_animation_controls.png


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tutorials/animation/img/animation_reference_animation_management.png


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tutorials/animation/img/animation_reference_timeline_controls.png


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tutorials/animation/img/animation_reference_timeline_zoom_level.png


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tutorials/animation/img/animation_reference_track_control.png


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tutorials/animation/img/animation_select_audiostreamplayer.png


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tutorials/animation/img/animation_set_length.png


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tutorials/animation/img/animation_timeline.png


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tutorials/animation/img/animation_track_interpolation.png


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tutorials/animation/img/animation_track_loop_modes.png


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tutorials/animation/img/animation_track_rate.png


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tutorials/animation/img/animation_track_settings.png


+ 46 - 148
tutorials/animation/introduction_2d.rst

@@ -36,15 +36,15 @@ automatically transition to one another.
 
 
    The AnimationPlayer node
    The AnimationPlayer node
 
 
-Click on the AnimationPlayer node in the Node tab to open the Animation
-Panel at the bottom of the viewport.
+After creating one click on the AnimationPlayer node in the Node tab to
+open the Animation Panel at the bottom of the viewport.
 
 
 .. figure:: img/animation_animation_panel.png
 .. figure:: img/animation_animation_panel.png
    :alt: The animation panel position
    :alt: The animation panel position
 
 
    The animation panel position
    The animation panel position
 
 
-It consists of five parts:
+It consists of four parts:
 
 
 .. figure:: img/animation_animation_panel_overview.png
 .. figure:: img/animation_animation_panel_overview.png
    :alt: The animation panel
    :alt: The animation panel
@@ -54,7 +54,6 @@ It consists of five parts:
 -  Animation controls (i.e. add, load, save, and delete animations)
 -  Animation controls (i.e. add, load, save, and delete animations)
 -  The tracks listing
 -  The tracks listing
 -  The timeline with keyframes
 -  The timeline with keyframes
--  The keyframe editor (when enabled)
 -  The timeline and track controls, where you can zoom the timeline and
 -  The timeline and track controls, where you can zoom the timeline and
    edit tracks for example.
    edit tracks for example.
 
 
@@ -66,7 +65,8 @@ Computer animation relies on keyframes
 
 
 A keyframe defines the value of a property at a certain point in time.
 A keyframe defines the value of a property at a certain point in time.
 
 
-White and blue diamond shapes represent keyframes in the timeline.
+Diamond shapes represent keyframes in the timeline. A line between two
+keyframes indicates that the value hasn't changed.
 
 
 .. figure:: img/animation_keyframes.png
 .. figure:: img/animation_keyframes.png
    :alt: Keyframes in Godot
    :alt: Keyframes in Godot
@@ -112,7 +112,7 @@ Scene setup
 ~~~~~~~~~~~
 ~~~~~~~~~~~
 
 
 For this tutorial, we'll going to create an AnimationPlayer node and a
 For this tutorial, we'll going to create an AnimationPlayer node and a
-sprite node as an AnimationPlayer node child.
+sprite node as its child.
 
 
 .. figure:: img/animation_animation_player_tree.png
 .. figure:: img/animation_animation_player_tree.png
    :alt: Our scene setup
    :alt: Our scene setup
@@ -120,7 +120,8 @@ sprite node as an AnimationPlayer node child.
    Our scene setup
    Our scene setup
 
 
 The sprite holds an image texture and we animate that sprite to move
 The sprite holds an image texture and we animate that sprite to move
-between two points on the screen. As a starting point, move the sprite
+between two points on the screen. For this tutorial use the default Godot
+Icon as the sprites' texture. As a starting point, move the sprite
 to a left position on the screen.
 to a left position on the screen.
 
 
 .. tip::
 .. tip::
@@ -129,10 +130,10 @@ to a left position on the screen.
    required, but it is a nice way of distinguishing animated nodes from
    required, but it is a nice way of distinguishing animated nodes from
    non-animated nodes in the Scene Tree.
    non-animated nodes in the Scene Tree.
 
 
-Select the AnimationPlayer node and click on "Add animation" (|Add
-Animation|) in the animation tab to add a new animation.
-
-Enter a name for the animation in the dialog box.
+Select the AnimationPlayer node, then click the "Animation" button in the
+animation editor. From the list select "New" (|Add
+Animation|) to add a new animation. And Enter a name for the animation in the
+dialog box.
 
 
 .. figure:: img/animation_create_new_animation.png
 .. figure:: img/animation_create_new_animation.png
    :alt: Add a new animation
    :alt: Add a new animation
@@ -219,8 +220,7 @@ Yay! Our animation runs:
 Back and forth
 Back and forth
 ~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~
 
 
-As you can see, the "loop" button is enabled by default and our
-animation loops. Godot has an additional feature here. Like said before,
+Godot has an additional feature here. Like said before,
 Godot always calculates the frames between two keyframes. In a loop, the
 Godot always calculates the frames between two keyframes. In a loop, the
 first keyframe is also the last keyframe, if no keyframe is specified at
 first keyframe is also the last keyframe, if no keyframe is specified at
 the end.
 the end.
@@ -238,24 +238,25 @@ Track settings
 ~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~
 
 
 Each track has a settings panel at the end, where you can set the update
 Each track has a settings panel at the end, where you can set the update
-rate, the track interpolation, and the loop mode.
+mode, the track interpolation, and the loop mode.
 
 
 .. figure:: img/animation_track_settings.png
 .. figure:: img/animation_track_settings.png
    :alt: Track settings
    :alt: Track settings
 
 
    Track settings
    Track settings
 
 
-The update rate of a track tells Godot when to update the property
+The update mode of a track tells Godot when to update the property
 values. This can be:
 values. This can be:
 
 
 -  Continuous: Update the property on each frame
 -  Continuous: Update the property on each frame
 -  Discrete: Only update the property on keyframes
 -  Discrete: Only update the property on keyframes
 -  Trigger: Only update the property on keyframes or triggers
 -  Trigger: Only update the property on keyframes or triggers
+-  Capture: The current value of a property is remembered, and it will blend with the first animation key found
 
 
 .. figure:: img/animation_track_rate.png
 .. figure:: img/animation_track_rate.png
-   :alt: Track rate
+   :alt: Track mode
 
 
-   Track rate
+   Track mode
 
 
 In normal animations, you usually use "Continuous". The other types are
 In normal animations, you usually use "Continuous". The other types are
 used to script complex animations.
 used to script complex animations.
@@ -313,67 +314,56 @@ current animation.
 Edit keyframes
 Edit keyframes
 --------------
 --------------
 
 
-For advanced use and to edit keyframe in detail, enable the keyframe
-editor (|Keyframe editor|).
-
-This adds an editor pane on the right side of the track settings. When
-you select a keyframe, you can directly edit its values in this editor:
+For advanced use and to edit keyframes in detail, You can click on them
+to bring up the keyframe editor in the inspector. You can use this to
+directly edit its values.
 
 
 .. figure:: img/animation_keyframe_editor_key.png
 .. figure:: img/animation_keyframe_editor_key.png
    :alt: Keyframe editor editing a key
    :alt: Keyframe editor editing a key
 
 
    Keyframe editor editing a key
    Keyframe editor editing a key
 
 
-Additionally, you can also edit the transition value for this keyframe:
-
-.. figure:: img/animation_keyframe_editor_transition.png
-   :alt: Keyframe editor editing a transition
-
-   Keyframe editor editing a transition
-
-This tells Godot, how to change the property values when it reaches this
-keyframe.
+Additionally, you can also edit the easing value for this keyframe by
+clicking and dragging the easing setting. This tells Godot, how to change
+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 Func tracks
---------------------------
+Advanced: Call Method tracks
+----------------------------
 
 
 Godot's animation engine doesn't stop here. If you're already
 Godot's animation engine doesn't stop here. If you're already
 comfortable with Godot's scripting language
 comfortable with Godot's scripting language
 :ref:`doc_gdscript` and :doc:`/classes/index` you
 :ref:`doc_gdscript` and :doc:`/classes/index` you
 know that each node type is a class and has a bunch of callable
 know that each node type is a class and has a bunch of callable
-functions.
+methods.
 
 
 For example, the :ref:`class_AudioStreamPlayer` node type has a
 For example, the :ref:`class_AudioStreamPlayer` node type has a
-function to play an audio stream.
+method to play an audio stream.
 
 
-Wouldn't it be great to play a stream at a specific keyframe in an
-animation? This is where "Call Func Tracks" come in handy. These tracks
+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.
 reference a node again, this time without a reference to a property.
-Instead, a keyframe holds the name and arguments of a function, that
+Instead, a keyframe holds the name and arguments of a method, that
 Godot should call when it reaches this keyframe.
 Godot should call when it reaches this keyframe.
 
 
-To let Godot play a sample when it reaches a keyframe, follow this list:
+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
 Add a :ref:`class_AudioStreamPlayer` to the Scene Tree and setup a
 stream using an audio file you put in your project.
 stream using an audio file you put in your project.
 
 
-.. figure:: img/animation_add_audiostreamplayer.png
-   :alt: Add AudioStreamPlayer
-
-   Add AudioStreamPlayer
-
 Click on "Add track" (|Add track|) on the animation panel's track
 Click on "Add track" (|Add track|) on the animation panel's track
 controls.
 controls.
 
 
-Select "Add Call Func Track" from the list of possible track types.
+Select "Add Call Method Track" from the list of possible track types.
 
 
-.. figure:: img/animation_add_call_func_track.png
-   :alt: Add Call Func Track
+.. figure:: img/animation_add_call_method_track.png
+   :alt: Add Call Method Track
 
 
-   Add Call Func Track
+   Add Call Method Track
 
 
 Select the :ref:`class_AudioStreamPlayer` node in the selection
 Select the :ref:`class_AudioStreamPlayer` node in the selection
 window. Godot adds the track with the reference to the node.
 window. Godot adds the track with the reference to the node.
@@ -383,114 +373,22 @@ window. Godot adds the track with the reference to the node.
 
 
    Select AudioStreamPlayer
    Select AudioStreamPlayer
 
 
-Select the timeline position, where Godot should play the sample by
-clicking on the timeline header.
-
-Enable the Keyframe Editor by clicking on |Keyframe editor|.
+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.
 
 
-Click on "Add keyframe" near the settings of our func track (|Add
-keyframe|) and select the keyframe.
-
-.. figure:: img/animation_call_func_add_keyframe.png
-   :alt: Add a keyframe to the call func track
-
-   Add a keyframe to the call func track
-
-Enter "play" as the function name.
-
-.. figure:: img/animation_call_func_keyframe.png
-   :alt: Keyframe settings of a call func track
-
-   Keyframe settings of a call func track
+.. image:: img/animation_method_list.png
 
 
 When Godot reaches the keyframe, Godot calls the
 When Godot reaches the keyframe, Godot calls the
 :ref:`class_AnimationPlayer` node's "play" function and the stream
 :ref:`class_AnimationPlayer` node's "play" function and the stream
 plays.
 plays.
 
 
-References
-----------
-
-Animation panel reference
-~~~~~~~~~~~~~~~~~~~~~~~~~
-
-.. figure:: img/animation_animation_panel_reference.png
-   :alt: The animation panel reference
-
-   The animation panel reference
-
-The animation panel has the following parts (from left to right):
-
-Animation controls
-^^^^^^^^^^^^^^^^^^
-
-.. figure:: img/animation_reference_animation_controls.png
-   :alt: Animation controls
-
-   Animation controls
-
--  Play animation backwards from current position
--  Play animation backwards from the animation end
--  Stop animation
--  Play animation forwards from the animation beginning
--  Play animation forwards from the current position
--  Direct time selection
-
-Animation management
-^^^^^^^^^^^^^^^^^^^^
-
-.. figure:: img/animation_reference_animation_management.png
-   :alt: Animation management
-
-   Animation management
-
--  Create a new animation
--  Load animation
--  Save animation
--  Duplicate animation
--  Rename animation
--  Delete animation
--  Animation selection
--  Automatically play selected animation
--  Edit animation blend times
--  Extended animation Tools
-
-Timeline zoom level control
-^^^^^^^^^^^^^^^^^^^^^^^^^^^
-
-.. figure:: img/animation_reference_timeline_zoom_level.png
-   :alt: Timeline zoom level control
-
-   Timeline zoom level control
-
-Timeline control
-^^^^^^^^^^^^^^^^
-
-.. figure:: img/animation_reference_timeline_controls.png
-   :alt: Timeline control
-
-   Timeline control
-
--  Length of animation
--  Steps of animation
--  Toggle loop animation
-
-Track control
-^^^^^^^^^^^^^
-
-.. figure:: img/animation_reference_track_control.png
-   :alt: Track control
-
-   Track control
+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.
 
 
--  Add track
--  Move track up
--  Move track down
--  Delete track
--  Extended track tools
--  Toggle keyframe editor
+.. img:: 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
-.. |Keyframe editor| image:: img/animation_keyframe_editor_toggle.png
 .. |Add track| image:: img/animation_add_track.png
 .. |Add track| image:: img/animation_add_track.png
-.. |Add keyframe| image:: img/animation_add_keyframe.png