A node to be used for advanced animation transitions in an [AnimationPlayer]. 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. $DOCS_URL/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/678 Manually advance the animations by the specified time (in seconds). 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] 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] 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] If [code]true[/code], the [AnimationTree] will be processing. The path to the [Node] used to evaluate the AnimationNode [Expression] if one is not explicitly specified internally. The path to the [AnimationPlayer] used for animating. The process mode of this [AnimationTree]. See [enum AnimationProcessCallback] for available modes. 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]. The root animation node of this [AnimationTree]. See [AnimationNode]. Notifies when an animation finished playing. [b]Note:[/b] 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. Emitted when the [member anim_player] is changed. Notifies when an animation starts playing. [b]Note:[/b] 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. The animations will progress during the physics frame (i.e. [method Node._physics_process]). The animations will progress during the idle frame (i.e. [method Node._process]). The animations will only progress manually (see [method advance]).