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