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Edit animation_track_types, rename reference to page

Nathan Lovato 5 jaren geleden
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+ 1 - 1
tutorials/2d/2d_lights_and_shadows.rst

@@ -132,7 +132,7 @@ node, which is why we want the blob to be centered on its parent :ref:`Light <cl
 
 .. note:: At the time of writing, 3.0 is the stable release version. The 3.1 development branch contains
           many changes to the animation system, so the animations in the demo will not be covered here.
-          See :ref:`doc_introduction_2d_animation` for more information.
+          See :ref:`doc_introduction_animation` for more information.
 
 Right now the scene should look too bright. This is because all three lights are adding color to the scene.
 This is why the demo uses a :ref:`CanvasModulate <class_CanvasModulate>` in the scene. The

+ 62 - 63
tutorials/animation/animation_track_types.rst

@@ -3,117 +3,116 @@
 Animation Track types
 =====================
 
-Overview
---------
+This page gives an overview of the track types available for Godot's animation
+player node on top of the default property tracks.
 
-This page goes over the different track types in Godot's animation player
-node.
+.. seealso::
+
+   We assume you already read :ref:`doc_introduction_animation`, which covers
+   the basics, including property tracks.
 
 .. 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.
+3D transform tracks control the location, rotation, and scale of a 3D object.
+They make it easier to animate a 3D object's transform compared to using regular
+property tracks.
 
 .. 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.
+Call method tracks allow you to call a function at a precise time from within an
+animation. For example, you can call ``queue_free()`` to delete a node at the
+end of 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.
+To create such a track, click "Add Track -> Call Method Track." Then, a window
+opens and lets you select the node to associate with the track. To call one of
+the node's methods, right-click the timeline and select "Insert Key". A window
+opens with a list of available methods. Double-click one to finish creating the
+keyframe.
 
 .. 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.
+To change the method call or its arguments, click on the key and head to the
+inspector dock. There, you can change the method to call. If you expand the
+"Args" section, you will see a list of arguments 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.
+A bezier curve track is similar to a property track, except it allows you to
+animate a property's value using 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.
+To create one, click "Add Track -> Bezier Curve Track". As with property tracks,
+you need to select a node and a property to animate. To open the bezier curve
+editor, click the curve icon to the right of the animation track.
 
 .. 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.
+In the editor, keys are represented by white diamonds and the transparent
+diamonds connected to them by a line control curve's shape.
 
 .. image:: img/bezier_curves.png
 
-In the bottom right of the editor you can select the manipulator mode.
+In the bottom-right of the editor, you can select the manipulator mode:
 
-.. image:: img/manipulator_modes.png
+- Free allows you to orient a manipulator in any direction without affecting the
+  other's position.
+- Balanced makes it so manipulators rotate together, but the distance between
+  the key and a manipulator is not mirrored.
+- Mirror makes the position of one manipulator perfectly mirror the other,
+  including their distance to the key.
 
--  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.
+.. image:: img/manipulator_modes.png
 
 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 want to create an animation with audio, you need to create an audio
+playback track. To create one, your scene must have either an 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.
+To play a sound in your animation, drag and drop an audio file from the file
+system dock onto the animation track. 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)"
+To remove a sound from the animation, you can right-click it and select "Delete
+Key(s)" or click on it and press the :kbd:`Del` key.
+
+.. note:: If you need to, you can create multiple audio tracks that trigger
+          playback on the same node.
 
 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.
+Animation playback tracks allow you to sequence the animations of other
+animation player nodes in a scene. For example, you can use it to animate
+several characters in a cut-scene.
+
+To create an animation playback track, select "New Track -> Animation Playback
+Track."
 
-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.
+Then, select the animation player you want to associate with the track.
 
-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.
+To add an animation to the track, right-click on it and insert a key. Select the
+key you just created to select an animation in the inspector dock.
 
 .. 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.
+a key and have it set to `[STOP]` in the inspector.
+
+.. note:: If you instanced a scene that contains an animation player into your
+          scene, you need to enable "Editable Children" in the scene tree to
+          access its animation player. Also, an animation player cannot
+          reference itself.

+ 1 - 1
tutorials/animation/cutout_animation.rst

@@ -265,7 +265,7 @@ Animation tips
 
 The following section will be a collection of tips for creating animation for
 your cutout rigs. For more information on how the animation system in Godot
-works, see :ref:`doc_introduction_2d_animation`.
+works, see :ref:`doc_introduction_animation`.
 
 Setting keyframes and excluding properties
 ------------------------------------------

+ 1 - 1
tutorials/animation/introduction.rst

@@ -1,4 +1,4 @@
-.. _doc_introduction_2d_animation:
+.. _doc_introduction_animation:
 
 Introduction to the animation features
 ======================================