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+.. _doc_animation_track_types:
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+
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+Animation Track types
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+=====================
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+
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+This page gives an overview of the track types available for Godot's animation
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+player node on top of the default property tracks.
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+
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+.. seealso::
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+
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+ We assume you already read :ref:`doc_introduction_animation`, which covers
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+ the basics, including property tracks.
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+
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+.. image:: img/track_types.png
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+
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+
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+3D Transform Track
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+------------------
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+
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+3D transform tracks control the location, rotation, and scale of a 3D object.
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+They make it easier to animate a 3D object's transform compared to using regular
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+property tracks.
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+
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+.. image:: img/3D_transform_track.png
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+
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+Call Method tracks
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+------------------
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+
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+Call method tracks allow you to call a function at a precise time from within an
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+animation. For example, you can call ``queue_free()`` to delete a node at the
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+end of a death animation.
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+
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+To create such a track, click "Add Track -> Call Method Track." Then, a window
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+opens and lets you select the node to associate with the track. To call one of
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+the node's methods, right-click the timeline and select "Insert Key". A window
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+opens with a list of available methods. Double-click one to finish creating the
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+keyframe.
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+
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+.. image:: img/node_methods.png
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+
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+To change the method call or its arguments, click on the key and head to the
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+inspector dock. There, you can change the method to call. If you expand the
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+"Args" section, you will see a list of arguments you can edit.
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+
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+.. image:: img/node_method_args.png
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+
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+Bezier Curve Track
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+------------------
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+
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+A bezier curve track is similar to a property track, except it allows you to
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+animate a property's value using a bezier curve.
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+
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+To create one, click "Add Track -> Bezier Curve Track". As with property tracks,
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+you need to select a node and a property to animate. To open the bezier curve
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+editor, click the curve icon to the right of the animation track.
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+
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+.. image:: img/bezier_curve_icon.png
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+
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+In the editor, keys are represented by white diamonds and the transparent
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+diamonds connected to them by a line control curve's shape.
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+
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+.. image:: img/bezier_curves.png
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+
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+In the bottom-right of the editor, you can select the manipulator mode:
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+
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+- Free allows you to orient a manipulator in any direction without affecting the
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+ other's position.
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+- Balanced makes it so manipulators rotate together, but the distance between
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+ the key and a manipulator is not mirrored.
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+- Mirror makes the position of one manipulator perfectly mirror the other,
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+ including their distance to the key.
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+
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+.. image:: img/manipulator_modes.png
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+
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+Audio Playback Track
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+--------------------
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+
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+If you want to create an animation with audio, you need to create an audio
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+playback track. To create one, your scene must have either an AudioStreamPlayer,
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+AudioStreamPlayer2D, or AudioStreamPlayer3D node. When creating the track, you
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+must select one of those nodes.
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+
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+To play a sound in your animation, drag and drop an audio file from the file
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+system dock onto the animation track. You should see the waveform of your audio
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+file in the track.
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+
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+.. image:: img/audio_track.png
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+
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+To remove a sound from the animation, you can right-click it and select "Delete
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+Key(s)" or click on it and press the :kbd:`Del` key.
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+
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+.. note:: If you need to, you can create multiple audio tracks that trigger
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+ playback on the same node.
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+
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+Animation Playback Track
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+------------------------
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+
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+Animation playback tracks allow you to sequence the animations of other
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+animation player nodes in a scene. For example, you can use it to animate
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+several characters in a cut-scene.
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+
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+To create an animation playback track, select "New Track -> Animation Playback
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+Track."
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+
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+Then, select the animation player you want to associate with the track.
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+
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+To add an animation to the track, right-click on it and insert a key. Select the
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+key you just created to select an animation in the inspector dock.
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+
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+.. image:: img/animation_player_animation.png
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+
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+If an animation is already playing and you want to stop it early, you can create
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+a key and have it set to `[STOP]` in the inspector.
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+
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+.. note:: If you instanced a scene that contains an animation player into your
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+ scene, you need to enable "Editable Children" in the scene tree to
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+ access its animation player. Also, an animation player cannot
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+ reference itself.
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