<?xml version="1.0" encoding="UTF-8" ?> <class name="AnimationTree" inherits="Node" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A node to be used for advanced animation transitions in an [AnimationPlayer]. </brief_description> <description> A node to be used for advanced animation transitions in an [AnimationPlayer]. [b]Note:[/b] When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations. </description> <tutorials> <link title="Using AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link> <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> </tutorials> <methods> <method name="advance"> <return type="void" /> <param index="0" name="delta" type="float" /> <description> Manually advance the animations by the specified time (in seconds). </description> </method> <method name="get_root_motion_position" qualifiers="const"> <return type="Vector3" /> <description> Retrieve the motion of position with the [member root_motion_track] as a [Vector3] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_POSITION_3D], returns [code]Vector3(0, 0, 0)[/code]. See also [member root_motion_track] and [RootMotionView]. The most basic example is applying position to [CharacterBody3D]: [codeblocks] [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() [/gdscript] [/codeblocks] </description> </method> <method name="get_root_motion_rotation" qualifiers="const"> <return type="Quaternion" /> <description> Retrieve the motion of rotation with the [member root_motion_track] as a [Quaternion] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_ROTATION_3D], returns [code]Quaternion(0, 0, 0, 1)[/code]. See also [member root_motion_track] and [RootMotionView]. The most basic example is applying rotation to [CharacterBody3D]: [codeblocks] [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()) [/gdscript] [/codeblocks] </description> </method> <method name="get_root_motion_scale" qualifiers="const"> <return type="Vector3" /> <description> Retrieve the motion of scale with the [member root_motion_track] as a [Vector3] that can be used elsewhere. If [member root_motion_track] is not a path to a track of type [constant Animation.TYPE_SCALE_3D], returns [code]Vector3(0, 0, 0)[/code]. See also [member root_motion_track] and [RootMotionView]. The most basic example is applying scale to [CharacterBody3D]: [codeblocks] [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) [/gdscript] [/codeblocks] </description> </method> <method name="rename_parameter"> <return type="void" /> <param index="0" name="old_name" type="String" /> <param index="1" name="new_name" type="String" /> <description> </description> </method> </methods> <members> <member name="active" type="bool" setter="set_active" getter="is_active" default="false"> If [code]true[/code], the [AnimationTree] will be processing. </member> <member name="advance_expression_base_node" type="NodePath" setter="set_advance_expression_base_node" getter="get_advance_expression_base_node" default="NodePath(".")"> The path to the [Node] used to evaluate the AnimationNode [Expression] if one is not explicitly specified internally. </member> <member name="anim_player" type="NodePath" setter="set_animation_player" getter="get_animation_player" default="NodePath("")"> The path to the [AnimationPlayer] used for animating. </member> <member name="process_callback" type="int" setter="set_process_callback" getter="get_process_callback" enum="AnimationTree.AnimationProcessCallback" default="1"> The process mode of this [AnimationTree]. See [enum AnimationProcessCallback] for available modes. </member> <member name="root_motion_track" type="NodePath" setter="set_root_motion_track" getter="get_root_motion_track" default="NodePath("")"> 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 [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code]. If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the transformation will be cancelled visually, and the animation will appear to stay in place. See also [method get_root_motion_position], [method get_root_motion_rotation], [method get_root_motion_scale] and [RootMotionView]. </member> <member name="tree_root" type="AnimationNode" setter="set_tree_root" getter="get_tree_root"> The root animation node of this [AnimationTree]. See [AnimationNode]. </member> </members> <signals> <signal name="animation_player_changed"> <description> Emitted when the [member anim_player] is changed. </description> </signal> </signals> <constants> <constant name="ANIMATION_PROCESS_PHYSICS" value="0" enum="AnimationProcessCallback"> The animations will progress during the physics frame (i.e. [method Node._physics_process]). </constant> <constant name="ANIMATION_PROCESS_IDLE" value="1" enum="AnimationProcessCallback"> The animations will progress during the idle frame (i.e. [method Node._process]). </constant> <constant name="ANIMATION_PROCESS_MANUAL" value="2" enum="AnimationProcessCallback"> The animations will only progress manually (see [method advance]). </constant> </constants> </class>