introduction.rst 9.8 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 Sprite
  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 an AnimationPlayer node with a sprite node 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. .. tip::
  80. Animated nodes don't have to be children of the AnimationPlayer node,
  81. but putting them there is a nice way of distinguishing animated nodes from
  82. non-animated nodes in the Scene Tree.
  83. The sprite holds an image texture. For this tutorial, select the Sprite node,
  84. click Texture in the Inspector, and then click Load. Select the default Godot
  85. icon for the sprite's texture.
  86. Select the AnimationPlayer node and click the "Animation" button in the
  87. animation editor. From the list, select "New" (|Add Animation|) to add a new
  88. animation. Enter a name for the animation in the dialog box.
  89. .. figure:: img/animation_create_new_animation.png
  90. :alt: Add a new animation
  91. Add a new animation
  92. Adding a track
  93. ~~~~~~~~~~~~~~
  94. To add a new track for our sprite, select it and take a look at the
  95. toolbar:
  96. .. figure:: img/animation_convenience_buttons.png
  97. :alt: Convenience buttons
  98. Convenience buttons
  99. These switches and buttons allow you to add keyframes for the selected
  100. node's location, rotation, and scale. Since we are only animating the sprite's
  101. position, make sure that only the location switch is selected. The selected
  102. switches are blue.
  103. Click on the key button to create the first keyframe. Since we don't have a
  104. track set up for the Position property yet, Godot will offer to
  105. create it for us. Click **Create**.
  106. Godot will create a new track and insert our first keyframe at the beginning of
  107. the timeline:
  108. .. figure:: img/animation_track.png
  109. :alt: The sprite track
  110. The sprite track
  111. The second keyframe
  112. ~~~~~~~~~~~~~~~~~~~
  113. We need to set our sprite's end location and how long it will take for it to get there.
  114. Let's say we want it to take two seconds to move between the points. By
  115. default, the animation is set to last only one second, so change the animation
  116. length to 2 in the controls on the right side of the animation panel's timeline
  117. header.
  118. .. figure:: img/animation_set_length.png
  119. :alt: Animation length
  120. Animation length
  121. Now, move the sprite right, to its final position. You can use the *Move tool* in the
  122. toolbar or set the *Position*'s X value in the *Inspector*.
  123. Click on the timeline header near the two-second mark in the animation panel
  124. and then click the key button in the toolbar to create the second keyframe.
  125. Run the animation
  126. ~~~~~~~~~~~~~~~~~
  127. Click on the "Play from beginning" (|Play from beginning|) button.
  128. Yay! Our animation runs:
  129. .. figure:: img/animation_simple.gif
  130. :alt: The animation
  131. The animation
  132. Back and forth
  133. ~~~~~~~~~~~~~~
  134. Godot has an interesting feature that we can use in animations. When Animation
  135. Looping is set but there's no keyframe specified at the end of the animation,
  136. the first keyframe is also the last.
  137. This means we can extend the animation length to four seconds now, and Godot
  138. will also calculate the frames from the last keyframe to the first, moving
  139. our sprite back and forth.
  140. .. figure:: img/animation_loop.png
  141. :alt: Animation loop
  142. Animation loop
  143. You can change this behavior by changing the track's loop mode. This is covered
  144. in the next chapter.
  145. Track settings
  146. ~~~~~~~~~~~~~~
  147. Each track has a settings panel at the end, where you can set its update
  148. mode, track interpolation, and loop mode.
  149. .. figure:: img/animation_track_settings.png
  150. :alt: Track settings
  151. Track settings
  152. The update mode of a track tells Godot when to update the property
  153. values. This can be:
  154. - Continuous: Update the property on each frame
  155. - Discrete: Only update the property on keyframes
  156. - Trigger: Only update the property on keyframes or triggers
  157. - Capture: Remember the current value of the property, and blend it with the
  158. first animation key
  159. .. figure:: img/animation_track_rate.png
  160. :alt: Track mode
  161. Track mode
  162. You will usually use "Continuous" mode. The other types are used to
  163. script complex animations.
  164. Track interpolation tells Godot how to calculate the frame values between
  165. keyframes. These interpolation modes are supported:
  166. - Nearest: Set the nearest keyframe value
  167. - Linear: Set the value based on a linear function calculation between
  168. the two keyframes
  169. - Cubic: Set the value based on a cubic function calculation between
  170. the two keyframes
  171. .. figure:: img/animation_track_interpolation.png
  172. :alt: Track interpolation
  173. Track interpolation
  174. With Cubic interpolation, animation is slower at keyframes and faster between
  175. them, which leads to more natural movement. Cubic interpolation is commonly
  176. used for character animation. Linear interpolation animates changes at a fixed
  177. pace, resulting in a more robotic effect.
  178. Godot supports two loop modes, which affect the animation when it's set to
  179. loop:
  180. .. figure:: img/animation_track_loop_modes.png
  181. :alt: Loop modes
  182. Loop modes
  183. - Clamp loop interpolation: When this is selected, the animation stops
  184. after the last keyframe for this track. When the first keyframe is
  185. reached again, the animation will reset to its values.
  186. - Wrap loop interpolation: When this is selected, Godot calculates the
  187. animation after the last keyframe to reach the values of the first
  188. keyframe again.
  189. Keyframes for other properties
  190. ------------------------------
  191. Godot's animation system isn't restricted to position, rotation, and scale.
  192. You can animate any property.
  193. If you select your sprite while the animation panel is visible, Godot will
  194. display a small keyframe button in the *Inspector* for each of the sprite's
  195. properties. Click on one of these buttons to add a track and keyframe to
  196. the current animation.
  197. .. figure:: img/animation_properties_keyframe.png
  198. :alt: Keyframes for other properties
  199. Keyframes for other properties
  200. Edit keyframes
  201. --------------
  202. You can click on a keyframe in the animation timeline to display and
  203. edit its value in the *Inspector*.
  204. .. figure:: img/animation_keyframe_editor_key.png
  205. :alt: Keyframe editor editing a key
  206. Keyframe editor editing a key
  207. You can also edit the easing value for a keyframe here by clicking and dragging
  208. its easing curve. This tells Godot how to interpolate the animated property when it
  209. reaches this keyframe.
  210. You can tweak your animations this way until the movement "looks right."
  211. .. |Play from beginning| image:: img/animation_play_from_beginning.png
  212. .. |Add Animation| image:: img/animation_add.png