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@@ -84,9 +84,9 @@ at various points, and change their timing.
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The timeline in the animation panel
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Each line in the Animation Panel is an animation track that references a
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-Normal or Transform property of a node. The track's name or id is a path to
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-the node and its affected property. For example, the position track
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-in the illustration refers to to the Position Transform of the Sprite
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+Normal or Transform property of a node. Each track stores a path to
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+a node and its affected property. For example, the position track
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+in the illustration refers to to the ``position`` property of the Sprite
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node.
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.. figure:: img/animation_normal_track.png
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@@ -96,8 +96,8 @@ node.
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.. tip::
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- If you animate the wrong property, you can edit a track's path at any time;
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- just double click on it and type the new path. Play the animation using the
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+ If you animate the wrong property, you can edit a track's path at any time
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+ by double-clicking on it and typing the new path. Play the animation using the
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"Play from beginning" button |Play from beginning| (or pressing
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:kbd:`Shift + D` on keyboard) to see the changes instantly.
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@@ -126,7 +126,7 @@ click Texture in the Inspector, and then click Load. Select the default Godot
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icon for the sprite's texture.
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Select the AnimationPlayer node and click the "Animation" button in the
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-animation editor. From the list select "New" (|Add Animation|) to add a new
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+animation editor. From the list, select "New" (|Add Animation|) to add a new
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animation. Enter a name for the animation in the dialog box.
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.. figure:: img/animation_create_new_animation.png
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@@ -147,11 +147,11 @@ toolbar:
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These switches and buttons allow you to add keyframes for the selected
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node's location, rotation, and scale. Since we are only animating the sprite's
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-position, make sure that only the location switch is selected. (The selected
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-switches are blue.)
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+position, make sure that only the location switch is selected. The selected
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+switches are blue.
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Click on the key button to create the first keyframe. Since we don't have a
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-track set up for the Transform/Position property yet, Godot will offer to
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+track set up for the Position property yet, Godot will offer to
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create it for us. Click **Create**.
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Godot will create a new track and insert our first keyframe at the beginning of
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@@ -165,11 +165,10 @@ the timeline:
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The second keyframe
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~~~~~~~~~~~~~~~~~~~
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-Now we need to set the our sprite's end location and how long it will take for
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-it to get there.
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+We need to set our sprite's end location and how long it will take for it to get there.
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Let's say we want it to take two seconds to move between the points. By
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-default the animation is set to last only one second, so change the animation
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+default, the animation is set to last only one second, so change the animation
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length to 2 in the controls on the right side of the animation panel's timeline
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header.
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@@ -178,8 +177,8 @@ header.
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Animation length
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-Now move the sprite right, to its final position. You can use the Move tool in the
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-editor or set the Transform/Position/X value in the Inspector.
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+Now, move the sprite right, to its final position. You can use the *Move tool* in the
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+toolbar or set the *Position*'s X value in the *Inspector*.
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Click on the timeline header near the two-second mark in the animation panel
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and then click the key button in the toolbar to create the second keyframe.
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@@ -280,13 +279,13 @@ loop:
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Keyframes for other properties
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------------------------------
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-Godot animation isn't restricted to transformation properties. You can create a
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-track and set keyframes to animate any property.
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+Godot's animation system isn't restricted to position, rotation, and scale.
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+You can animate any property.
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If you select your sprite while the animation panel is visible, Godot will
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-display a small keyframe button in the Inspector for each the sprite's
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-properties. Click on one of these buttons and Godot will automatically add a
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-track and keyframe to the current animation.
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+display a small keyframe button in the *Inspector* for each of the sprite's
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+properties. Click on one of these buttons to add a track and keyframe to
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+the current animation.
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.. figure:: img/animation_properties_keyframe.png
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:alt: Keyframes for other properties
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@@ -296,9 +295,8 @@ track and keyframe to the current animation.
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Edit keyframes
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--------------
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-For advanced use you can click on a keyframe in the time line to display
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-the keyframe editor in the Inspector. You can us this editor to directly edit
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-the keyframe's values.
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+You can click on a keyframe in the animation timeline to display and
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+edit its value in the *Inspector*.
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.. figure:: img/animation_keyframe_editor_key.png
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:alt: Keyframe editor editing a key
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@@ -306,7 +304,7 @@ the keyframe's values.
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Keyframe editor editing a key
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You can also edit the easing value for a keyframe here by clicking and dragging
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-its easing setting. This tells Godot how to change the property values when it
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+its easing curve. This tells Godot how to interpolate the animated property when it
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reaches this keyframe.
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You can tweak your animations this way until the movement "looks right."
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