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introduction.rst 11 KB

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  1. .. _doc_introduction_animation:
  2. Introduction to the animation features
  3. ======================================
  4. The :ref:`class_AnimationPlayer` node allows you to create anything
  5. from simple to complex animations.
  6. In this guide you learn to:
  7. - Work with the Animation Panel
  8. - Animate any property of any node
  9. - Create a simple animation
  10. In Godot, you can animate anything available in the Inspector, such as
  11. Node transforms, sprites, UI elements, particles, visibility and color
  12. of materials, and so on. You can also modify values of script variables
  13. and even call functions.
  14. Create an AnimationPlayer node
  15. ------------------------------
  16. To use the animation tools we first have to create an
  17. :ref:`class_AnimationPlayer` node.
  18. The AnimationPlayer node type is the data container for your animations.
  19. One AnimationPlayer node can hold multiple animations, which can
  20. automatically transition to one another.
  21. .. figure:: img/animation_create_animationplayer.png
  22. :alt: The AnimationPlayer node
  23. The AnimationPlayer node
  24. After you create an AnimationPlayer node, click on it to
  25. open the Animation Panel at the bottom of the viewport.
  26. .. figure:: img/animation_animation_panel.png
  27. :alt: The animation panel position
  28. The animation panel position
  29. The animation panel consists of four parts:
  30. .. figure:: img/animation_animation_panel_overview.png
  31. :alt: The animation panel
  32. The animation panel
  33. - Animation controls (i.e. add, load, save, and delete animations)
  34. - The tracks listing
  35. - The timeline with keyframes
  36. - The timeline and track controls, where you can zoom the timeline and
  37. edit tracks, for example.
  38. Computer animation relies on keyframes
  39. --------------------------------------
  40. A keyframe defines the value of a property at a point in time.
  41. Diamond shapes represent keyframes in the timeline. A line between two
  42. keyframes indicates that the value doesn't change between them.
  43. .. figure:: img/animation_keyframes.png
  44. :alt: Keyframes in Godot
  45. Keyframes in Godot
  46. You set values of a node's properties and create animation keyframes for them.
  47. When the animation runs, the engine will interpolate the values between the
  48. keyframes, resulting in them gradually changing over time.
  49. .. figure:: img/animation_illustration.png
  50. :alt: Two keyframes are all it takes to obtain a smooth motion
  51. Two keyframes are all it takes to obtain a smooth motion
  52. The timeline defines how long the animation will take. You can insert keyframes
  53. at various points, and change their timing.
  54. .. figure:: img/animation_timeline.png
  55. :alt: The timeline in the animation panel
  56. The timeline in the animation panel
  57. Each line in the Animation Panel is an animation track that references a
  58. Normal or Transform property of a node. Each track stores a path to
  59. a node and its affected property. For example, the position track
  60. in the illustration refers to to the ``position`` property of the Sprite2D
  61. node.
  62. .. figure:: img/animation_normal_track.png
  63. :alt: Example of Normal animation tracks
  64. Example of Normal animation tracks
  65. .. tip::
  66. If you animate the wrong property, you can edit a track's path at any time
  67. by double-clicking on it and typing the new path. Play the animation using the
  68. "Play from beginning" button |Play from beginning| (or pressing
  69. :kbd:`Shift + D` on keyboard) to see the changes instantly.
  70. Tutorial: Creating a simple animation
  71. -------------------------------------
  72. Scene setup
  73. ~~~~~~~~~~~
  74. For this tutorial, we'll create a Sprite node with an AnimationPlayer as
  75. its child. We will animate the sprite to move between two points on the screen.
  76. .. figure:: img/animation_animation_player_tree.png
  77. :alt: Our scene setup
  78. Our scene setup
  79. .. warning::
  80. AnimationPlayer inherits from Node instead of Node2D or Node3D, which means
  81. that the child nodes will not inherit the transform from the parent nodes
  82. due to a bare Node being present in the hierarchy.
  83. Therefore, it is not recommended to add nodes that have a 2D/3D transform
  84. as a child of an AnimationPlayer node.
  85. The sprite holds an image texture. For this tutorial, select the Sprite2D node,
  86. click Texture in the Inspector, and then click Load. Select the default Godot
  87. icon for the sprite's texture.
  88. Select the AnimationPlayer node and click the "Animation" button in the
  89. animation editor. From the list, select "New" (|Add Animation|) to add a new
  90. animation. Enter a name for the animation in the dialog box.
  91. .. figure:: img/animation_create_new_animation.png
  92. :alt: Add a new animation
  93. Add a new animation
  94. Adding a track
  95. ~~~~~~~~~~~~~~
  96. To add a new track for our sprite, select it and take a look at the
  97. toolbar:
  98. .. figure:: img/animation_convenience_buttons.png
  99. :alt: Convenience buttons
  100. Convenience buttons
  101. These switches and buttons allow you to add keyframes for the selected
  102. node's location, rotation, and scale. Since we are only animating the sprite's
  103. position, make sure that only the location switch is selected. The selected
  104. switches are blue.
  105. Click on the key button to create the first keyframe. Since we don't have a
  106. track set up for the Position property yet, Godot will offer to
  107. create it for us. Click **Create**.
  108. Godot will create a new track and insert our first keyframe at the beginning of
  109. the timeline:
  110. .. figure:: img/animation_track.png
  111. :alt: The sprite track
  112. The sprite track
  113. The second keyframe
  114. ~~~~~~~~~~~~~~~~~~~
  115. We need to set our sprite's end location and how long it will take for it to get there.
  116. Let's say we want it to take two seconds to move between the points. By
  117. default, the animation is set to last only one second, so change the animation
  118. length to 2 in the controls on the right side of the animation panel's timeline
  119. header.
  120. .. figure:: img/animation_set_length.png
  121. :alt: Animation length
  122. Animation length
  123. Now, move the sprite right, to its final position. You can use the *Move tool* in the
  124. toolbar or set the *Position*'s X value in the *Inspector*.
  125. Click on the timeline header near the two-second mark in the animation panel
  126. and then click the key button in the toolbar to create the second keyframe.
  127. Run the animation
  128. ~~~~~~~~~~~~~~~~~
  129. Click on the "Play from beginning" (|Play from beginning|) button.
  130. Yay! Our animation runs:
  131. .. figure:: img/animation_simple.gif
  132. :alt: The animation
  133. The animation
  134. Back and forth
  135. ~~~~~~~~~~~~~~
  136. Godot has an interesting feature that we can use in animations. When Animation
  137. Looping is set but there's no keyframe specified at the end of the animation,
  138. the first keyframe is also the last.
  139. This means we can extend the animation length to four seconds now, and Godot
  140. will also calculate the frames from the last keyframe to the first, moving
  141. our sprite back and forth.
  142. .. figure:: img/animation_loop.png
  143. :alt: Animation loop
  144. Animation loop
  145. You can change this behavior by changing the track's loop mode. This is covered
  146. in the next chapter.
  147. Track settings
  148. ~~~~~~~~~~~~~~
  149. Each track has a settings panel at the end, where you can set its update
  150. mode, track interpolation, and loop mode.
  151. .. figure:: img/animation_track_settings.png
  152. :alt: Track settings
  153. Track settings
  154. The update mode of a track tells Godot when to update the property
  155. values. This can be:
  156. - **Continuous:** Update the property on each frame
  157. - **Discrete:** Only update the property on keyframes
  158. - **Trigger:** Only update the property on keyframes or triggers.
  159. Triggers are a type of keyframe used by the
  160. ``current_animation`` property of a :ref:`class_AnimationPlayer`,
  161. and Animation Playback tracks.
  162. - **Capture:** if the first keyframe's time is greater than ``0.0``, the
  163. current value of the property will be remembered and
  164. will be blended with the first animation key. For example, you
  165. could use the Capture mode to move a node that's located anywhere
  166. to a specific location.
  167. .. figure:: img/animation_track_rate.png
  168. :alt: Track mode
  169. Track mode
  170. You will usually use "Continuous" mode. The other types are used to
  171. script complex animations.
  172. Track interpolation tells Godot how to calculate the frame values between
  173. keyframes. These interpolation modes are supported:
  174. - Nearest: Set the nearest keyframe value
  175. - Linear: Set the value based on a linear function calculation between
  176. the two keyframes
  177. - Cubic: Set the value based on a cubic function calculation between
  178. the two keyframes
  179. .. figure:: img/animation_track_interpolation.png
  180. :alt: Track interpolation
  181. Track interpolation
  182. With Cubic interpolation, animation is slower at keyframes and faster between
  183. them, which leads to more natural movement. Cubic interpolation is commonly
  184. used for character animation. Linear interpolation animates changes at a fixed
  185. pace, resulting in a more robotic effect.
  186. Godot supports two loop modes, which affect the animation when it's set to
  187. loop:
  188. .. figure:: img/animation_track_loop_modes.png
  189. :alt: Loop modes
  190. Loop modes
  191. - Clamp loop interpolation: When this is selected, the animation stops
  192. after the last keyframe for this track. When the first keyframe is
  193. reached again, the animation will reset to its values.
  194. - Wrap loop interpolation: When this is selected, Godot calculates the
  195. animation after the last keyframe to reach the values of the first
  196. keyframe again.
  197. Keyframes for other properties
  198. ------------------------------
  199. Godot's animation system isn't restricted to position, rotation, and scale.
  200. You can animate any property.
  201. If you select your sprite while the animation panel is visible, Godot will
  202. display a small keyframe button in the *Inspector* for each of the sprite's
  203. properties. Click on one of these buttons to add a track and keyframe to
  204. the current animation.
  205. .. figure:: img/animation_properties_keyframe.png
  206. :alt: Keyframes for other properties
  207. Keyframes for other properties
  208. Edit keyframes
  209. --------------
  210. You can click on a keyframe in the animation timeline to display and
  211. edit its value in the *Inspector*.
  212. .. figure:: img/animation_keyframe_editor_key.png
  213. :alt: Keyframe editor editing a key
  214. Keyframe editor editing a key
  215. You can also edit the easing value for a keyframe here by clicking and dragging
  216. its easing curve. This tells Godot how to interpolate the animated property when it
  217. reaches this keyframe.
  218. You can tweak your animations this way until the movement "looks right."
  219. .. |Play from beginning| image:: img/animation_play_from_beginning.png
  220. .. |Add Animation| image:: img/animation_add.png
  221. Using RESET tracks
  222. ------------------
  223. You can set up a special *RESET* animation to contain the "default pose".
  224. This is used to ensure that the default pose is restored when you save
  225. the scene and open it again in the editor.
  226. For existing tracks, you can add an animation called "RESET" (case-sensitive),
  227. then add tracks for each property that you want to reset.
  228. The only keyframe should be at time 0, and give it the desired default value
  229. for each track.
  230. If AnimationPlayer's **Reset On Save** property is set to ``true``,
  231. the scene will be saved with the effects of the reset animation applied
  232. (as if it had been seeked to time ``0.0``).
  233. This only affects the saved file – the property tracks in the editor stay
  234. where they were.
  235. If you want to reset the tracks in the editor, select the AnimationPlayer node,
  236. open the **Animation** bottom panel then choose **Apply Reset** in the
  237. animation editor's **Animation** dropdown menu.
  238. When adding tracks on new animations, the editor will ask you to automatically
  239. create a RESET track when using the keyframe icon next to a property in the inspector.
  240. This does not apply on tracks created with Godot versions prior to 3.4,
  241. as the animation reset track feature was added in 3.4.