:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/4.0/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/4.0/doc/classes/AnimationTree.xml. .. _class_AnimationTree: AnimationTree ============= **Inherits:** :ref:`Node` **<** :ref:`Object` A node used for advanced animation transitions in an :ref:`AnimationPlayer`. .. rst-class:: classref-introduction-group Description ----------- A node used for advanced animation transitions in an :ref:`AnimationPlayer`. \ **Note:** When linked with an :ref:`AnimationPlayer`, several properties and methods of the corresponding :ref:`AnimationPlayer` will not function as expected. Playback and transitions should be handled using only the **AnimationTree** and its constituent :ref:`AnimationNode`\ (s). The :ref:`AnimationPlayer` node should be used solely for adding, deleting, and editing animations. .. rst-class:: classref-introduction-group Tutorials --------- - :doc:`Using AnimationTree <../tutorials/animation/animation_tree>` - `Third Person Shooter Demo `__ .. rst-class:: classref-reftable-group Properties ---------- .. table:: :widths: auto +------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+-------------------+ | :ref:`bool` | :ref:`active` | ``false`` | +------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+-------------------+ | :ref:`NodePath` | :ref:`advance_expression_base_node` | ``NodePath(".")`` | +------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+-------------------+ | :ref:`NodePath` | :ref:`anim_player` | ``NodePath("")`` | +------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+-------------------+ | :ref:`int` | :ref:`audio_max_polyphony` | ``32`` | +------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+-------------------+ | :ref:`AnimationProcessCallback` | :ref:`process_callback` | ``1`` | +------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+-------------------+ | :ref:`NodePath` | :ref:`root_motion_track` | ``NodePath("")`` | +------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+-------------------+ | :ref:`AnimationNode` | :ref:`tree_root` | | +------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------+-------------------+ .. rst-class:: classref-reftable-group Methods ------- .. table:: :widths: auto +-------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Variant` | :ref:`_post_process_key_value` **(** :ref:`Animation` animation, :ref:`int` track, :ref:`Variant` value, :ref:`Object` object, :ref:`int` object_idx **)** |virtual| |const| | +-------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`advance` **(** :ref:`float` delta **)** | +-------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector3` | :ref:`get_root_motion_position` **(** **)** |const| | +-------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector3` | :ref:`get_root_motion_position_accumulator` **(** **)** |const| | +-------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Quaternion` | :ref:`get_root_motion_rotation` **(** **)** |const| | +-------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Quaternion` | :ref:`get_root_motion_rotation_accumulator` **(** **)** |const| | +-------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector3` | :ref:`get_root_motion_scale` **(** **)** |const| | +-------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector3` | :ref:`get_root_motion_scale_accumulator` **(** **)** |const| | +-------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Signals ------- .. _class_AnimationTree_signal_animation_finished: .. rst-class:: classref-signal **animation_finished** **(** :ref:`StringName` anim_name **)** Notifies when an animation finished playing. \ **Note:** This signal is not emitted if an animation is looping or aborted. Also be aware of the possibility of unseen playback by sync and xfade. .. rst-class:: classref-item-separator ---- .. _class_AnimationTree_signal_animation_player_changed: .. rst-class:: classref-signal **animation_player_changed** **(** **)** Emitted when the :ref:`anim_player` is changed. .. rst-class:: classref-item-separator ---- .. _class_AnimationTree_signal_animation_started: .. rst-class:: classref-signal **animation_started** **(** :ref:`StringName` anim_name **)** Notifies when an animation starts playing. \ **Note:** This signal is not emitted if an animation is looping or playbacked from the middle. Also be aware of the possibility of unseen playback by sync and xfade. .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Enumerations ------------ .. _enum_AnimationTree_AnimationProcessCallback: .. rst-class:: classref-enumeration enum **AnimationProcessCallback**: .. _class_AnimationTree_constant_ANIMATION_PROCESS_PHYSICS: .. rst-class:: classref-enumeration-constant :ref:`AnimationProcessCallback` **ANIMATION_PROCESS_PHYSICS** = ``0`` The animations will progress during the physics frame (i.e. :ref:`Node._physics_process`). .. _class_AnimationTree_constant_ANIMATION_PROCESS_IDLE: .. rst-class:: classref-enumeration-constant :ref:`AnimationProcessCallback` **ANIMATION_PROCESS_IDLE** = ``1`` The animations will progress during the idle frame (i.e. :ref:`Node._process`). .. _class_AnimationTree_constant_ANIMATION_PROCESS_MANUAL: .. rst-class:: classref-enumeration-constant :ref:`AnimationProcessCallback` **ANIMATION_PROCESS_MANUAL** = ``2`` The animations will only progress manually (see :ref:`advance`). .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Property Descriptions --------------------- .. _class_AnimationTree_property_active: .. rst-class:: classref-property :ref:`bool` **active** = ``false`` .. rst-class:: classref-property-setget - void **set_active** **(** :ref:`bool` value **)** - :ref:`bool` **is_active** **(** **)** If ``true``, the **AnimationTree** will be processing. .. rst-class:: classref-item-separator ---- .. _class_AnimationTree_property_advance_expression_base_node: .. rst-class:: classref-property :ref:`NodePath` **advance_expression_base_node** = ``NodePath(".")`` .. rst-class:: classref-property-setget - void **set_advance_expression_base_node** **(** :ref:`NodePath` value **)** - :ref:`NodePath` **get_advance_expression_base_node** **(** **)** The path to the :ref:`Node` used to evaluate the AnimationNode :ref:`Expression` if one is not explicitly specified internally. .. rst-class:: classref-item-separator ---- .. _class_AnimationTree_property_anim_player: .. rst-class:: classref-property :ref:`NodePath` **anim_player** = ``NodePath("")`` .. rst-class:: classref-property-setget - void **set_animation_player** **(** :ref:`NodePath` value **)** - :ref:`NodePath` **get_animation_player** **(** **)** The path to the :ref:`AnimationPlayer` used for animating. .. rst-class:: classref-item-separator ---- .. _class_AnimationTree_property_audio_max_polyphony: .. rst-class:: classref-property :ref:`int` **audio_max_polyphony** = ``32`` .. rst-class:: classref-property-setget - void **set_audio_max_polyphony** **(** :ref:`int` value **)** - :ref:`int` **get_audio_max_polyphony** **(** **)** The number of possible simultaneous sounds for each of the assigned AudioStreamPlayers. For example, if this value is ``32`` and the animation has two audio tracks, the two :ref:`AudioStreamPlayer`\ s assigned can play simultaneously up to ``32`` voices each. .. rst-class:: classref-item-separator ---- .. _class_AnimationTree_property_process_callback: .. rst-class:: classref-property :ref:`AnimationProcessCallback` **process_callback** = ``1`` .. rst-class:: classref-property-setget - void **set_process_callback** **(** :ref:`AnimationProcessCallback` value **)** - :ref:`AnimationProcessCallback` **get_process_callback** **(** **)** The process mode of this **AnimationTree**. See :ref:`AnimationProcessCallback` for available modes. .. rst-class:: classref-item-separator ---- .. _class_AnimationTree_property_root_motion_track: .. rst-class:: classref-property :ref:`NodePath` **root_motion_track** = ``NodePath("")`` .. rst-class:: classref-property-setget - void **set_root_motion_track** **(** :ref:`NodePath` value **)** - :ref:`NodePath` **get_root_motion_track** **(** **)** The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. To specify a track that controls properties or bones, append its name after the path, separated by ``":"``. For example, ``"character/skeleton:ankle"`` or ``"character/mesh:transform/local"``. If the track has type :ref:`Animation.TYPE_POSITION_3D`, :ref:`Animation.TYPE_ROTATION_3D` or :ref:`Animation.TYPE_SCALE_3D` the transformation will be canceled visually, and the animation will appear to stay in place. See also :ref:`get_root_motion_position`, :ref:`get_root_motion_rotation`, :ref:`get_root_motion_scale` and :ref:`RootMotionView`. .. rst-class:: classref-item-separator ---- .. _class_AnimationTree_property_tree_root: .. rst-class:: classref-property :ref:`AnimationNode` **tree_root** .. rst-class:: classref-property-setget - void **set_tree_root** **(** :ref:`AnimationNode` value **)** - :ref:`AnimationNode` **get_tree_root** **(** **)** The root animation node of this **AnimationTree**. See :ref:`AnimationNode`. .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Method Descriptions ------------------- .. _class_AnimationTree_method__post_process_key_value: .. rst-class:: classref-method :ref:`Variant` **_post_process_key_value** **(** :ref:`Animation` animation, :ref:`int` track, :ref:`Variant` value, :ref:`Object` object, :ref:`int` object_idx **)** |virtual| |const| A virtual function for processing after key getting during playback. .. rst-class:: classref-item-separator ---- .. _class_AnimationTree_method_advance: .. rst-class:: classref-method void **advance** **(** :ref:`float` delta **)** Manually advance the animations by the specified time (in seconds). .. rst-class:: classref-item-separator ---- .. _class_AnimationTree_method_get_root_motion_position: .. rst-class:: classref-method :ref:`Vector3` **get_root_motion_position** **(** **)** |const| Retrieve the motion delta of position with the :ref:`root_motion_track` as a :ref:`Vector3` that can be used elsewhere. If :ref:`root_motion_track` is not a path to a track of type :ref:`Animation.TYPE_POSITION_3D`, returns ``Vector3(0, 0, 0)``. See also :ref:`root_motion_track` and :ref:`RootMotionView`. The most basic example is applying position to :ref:`CharacterBody3D`: .. tabs:: .. code-tab:: gdscript var current_rotation: Quaternion func _process(delta): if Input.is_action_just_pressed("animate"): current_rotation = get_quaternion() state_machine.travel("Animate") var velocity: Vector3 = current_rotation * animation_tree.get_root_motion_position() / delta set_velocity(velocity) move_and_slide() By using this in combination with :ref:`get_root_motion_position_accumulator`, you can apply the root motion position more correctly to account for the rotation of the node. .. tabs:: .. code-tab:: gdscript func _process(delta): if Input.is_action_just_pressed("animate"): state_machine.travel("Animate") set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation()) var velocity: Vector3 = (animation_tree.get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * animation_tree.get_root_motion_position() / delta set_velocity(velocity) move_and_slide() .. rst-class:: classref-item-separator ---- .. _class_AnimationTree_method_get_root_motion_position_accumulator: .. rst-class:: classref-method :ref:`Vector3` **get_root_motion_position_accumulator** **(** **)** |const| Retrieve the blended value of the position tracks with the :ref:`root_motion_track` as a :ref:`Vector3` that can be used elsewhere. This is useful in cases where you want to respect the initial key values of the animation. For example, if an animation with only one key ``Vector3(0, 0, 0)`` is played in the previous frame and then an animation with only one key ``Vector3(1, 0, 1)`` is played in the next frame, the difference can be calculated as follows: .. tabs:: .. code-tab:: gdscript var prev_root_motion_position_accumulator: Vector3 func _process(delta): if Input.is_action_just_pressed("animate"): state_machine.travel("Animate") var current_root_motion_position_accumulator: Vector3 = animation_tree.get_root_motion_position_accumulator() var difference: Vector3 = current_root_motion_position_accumulator - prev_root_motion_position_accumulator prev_root_motion_position_accumulator = current_root_motion_position_accumulator transform.origin += difference However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases. .. rst-class:: classref-item-separator ---- .. _class_AnimationTree_method_get_root_motion_rotation: .. rst-class:: classref-method :ref:`Quaternion` **get_root_motion_rotation** **(** **)** |const| Retrieve the motion delta of rotation with the :ref:`root_motion_track` as a :ref:`Quaternion` that can be used elsewhere. If :ref:`root_motion_track` is not a path to a track of type :ref:`Animation.TYPE_ROTATION_3D`, returns ``Quaternion(0, 0, 0, 1)``. See also :ref:`root_motion_track` and :ref:`RootMotionView`. The most basic example is applying rotation to :ref:`CharacterBody3D`: .. tabs:: .. code-tab:: gdscript func _process(delta): if Input.is_action_just_pressed("animate"): state_machine.travel("Animate") set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation()) .. rst-class:: classref-item-separator ---- .. _class_AnimationTree_method_get_root_motion_rotation_accumulator: .. rst-class:: classref-method :ref:`Quaternion` **get_root_motion_rotation_accumulator** **(** **)** |const| Retrieve the blended value of the rotation tracks with the :ref:`root_motion_track` as a :ref:`Quaternion` that can be used elsewhere. This is necessary to apply the root motion position correctly, taking rotation into account. See also :ref:`get_root_motion_position`. Also, this is useful in cases where you want to respect the initial key values of the animation. For example, if an animation with only one key ``Quaternion(0, 0, 0, 1)`` is played in the previous frame and then an animation with only one key ``Quaternion(0, 0.707, 0, 0.707)`` is played in the next frame, the difference can be calculated as follows: .. tabs:: .. code-tab:: gdscript var prev_root_motion_rotation_accumulator: Quaternion func _process(delta): if Input.is_action_just_pressed("animate"): state_machine.travel("Animate") var current_root_motion_rotation_accumulator: Quaternion = animation_tree.get_root_motion_Quaternion_accumulator() var difference: Quaternion = prev_root_motion_rotation_accumulator.inverse() * current_root_motion_rotation_accumulator prev_root_motion_rotation_accumulator = current_root_motion_rotation_accumulator transform.basis *= difference However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases. .. rst-class:: classref-item-separator ---- .. _class_AnimationTree_method_get_root_motion_scale: .. rst-class:: classref-method :ref:`Vector3` **get_root_motion_scale** **(** **)** |const| Retrieve the motion delta of scale with the :ref:`root_motion_track` as a :ref:`Vector3` that can be used elsewhere. If :ref:`root_motion_track` is not a path to a track of type :ref:`Animation.TYPE_SCALE_3D`, returns ``Vector3(0, 0, 0)``. See also :ref:`root_motion_track` and :ref:`RootMotionView`. The most basic example is applying scale to :ref:`CharacterBody3D`: .. tabs:: .. code-tab:: gdscript var current_scale: Vector3 = Vector3(1, 1, 1) var scale_accum: Vector3 = Vector3(1, 1, 1) func _process(delta): if Input.is_action_just_pressed("animate"): current_scale = get_scale() scale_accum = Vector3(1, 1, 1) state_machine.travel("Animate") scale_accum += animation_tree.get_root_motion_scale() set_scale(current_scale * scale_accum) .. rst-class:: classref-item-separator ---- .. _class_AnimationTree_method_get_root_motion_scale_accumulator: .. rst-class:: classref-method :ref:`Vector3` **get_root_motion_scale_accumulator** **(** **)** |const| Retrieve the blended value of the scale tracks with the :ref:`root_motion_track` as a :ref:`Vector3` that can be used elsewhere. For example, if an animation with only one key ``Vector3(1, 1, 1)`` is played in the previous frame and then an animation with only one key ``Vector3(2, 2, 2)`` is played in the next frame, the difference can be calculated as follows: .. tabs:: .. code-tab:: gdscript var prev_root_motion_scale_accumulator: Vector3 func _process(delta): if Input.is_action_just_pressed("animate"): state_machine.travel("Animate") var current_root_motion_scale_accumulator: Vector3 = animation_tree.get_root_motion_scale_accumulator() var difference: Vector3 = current_root_motion_scale_accumulator - prev_root_motion_scale_accumulator prev_root_motion_scale_accumulator = current_root_motion_scale_accumulator transform.basis = transform.basis.scaled(difference) However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)` .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)` .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)` .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`