Animation Player that uses a node graph for the blending.
A node graph tool for blending multiple animations bound to an [AnimationPlayer]. Especially useful for animating characters or other skeleton-based rigs. It can combine several animations to form a desired pose.
Adds a [code]type[/code] node to the graph with name [code]id[/code].
Shifts position in the animation timeline. Delta is the time in seconds to shift.
Returns the [AnimationPlayer]'s animation bound to the [code]AnimationTreePlayer[/code]'s animation node with name [code]id[/code].
Returns the name of the [member master_player]'s animation bound to this animation node.
Binds a new animation from the [member master_player] to the [code]AnimationTreePlayer[/code]'s animation node with name [code]id[/code].
If [code]enable[/code] is [code]true[/code], the animation node with ID [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate.
Binds the animation named [code]source[/code] from [member master_player] to the animation node [code]id[/code]. Recalculates caches.
Returns whether node [code]id[/code] and [code]dst_id[/code] are connected at the specified slot.
Returns the blend amount of a Blend2 node given its name.
Sets the blend amount of a Blend2 node given its name and value.
If [code]enable[/code] is [code]true[/code], the blend2 node with ID [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate.
Returns the blend amount of a Blend3 node given its name.
Sets the blend amount of a Blend3 node given its name and value.
Returns the blend amount of a Blend4 node given its name.
Sets the blend amount of a Blend4 node given its name and value.
Connects node [code]id[/code] to [code]dst_id[/code] at the specified input slot.
Disconnects nodes connected to [code]id[/code] at the specified input slot.
Returns a PoolStringArray containing the name of all nodes.
Returns mix amount of a Mix node given its name.
Sets mix amount of a Mix node given its name and value.
Check if a node exists (by name).
Return the input count for a given node. Different types of nodes have different amount of inputs.
Return the input source for a given node input.
Returns position of a node in the graph given its name.
Get the node type, will return from NODE_* enum.
Rename a node in the graph.
Sets position of a node in the graph given its name and position.
Returns autostart delay of a OneShot node given its name.
Returns autostart random delay of a OneShot node given its name.
Returns fade in time of a OneShot node given its name.
Returns fade out time of a OneShot node given its name.
Returns whether a OneShot node will auto restart given its name.
Returns whether a OneShot node is active given its name.
Sets autorestart property of a OneShot node given its name and value.
Sets autorestart delay of a OneShot node given its name and value in seconds.
Sets autorestart random delay of a OneShot node given its name and value in seconds.
Sets fade in time of a OneShot node given its name and value in seconds.
Sets fade out time of a OneShot node given its name and value in seconds.
If [code]enable[/code] is [code]true[/code], the oneshot node with ID [code]id[/code] turns off the track modifying the property at [code]path[/code]. The modified node's children continue to animate.
Starts a OneShot node given its name.
Stops the OneShot node with name [code]id[/code].
Manually recalculates the cache of track information generated from animation nodes. Needed when external sources modify the animation nodes' state.
Removes the animation node with name [code]id[/code].
Resets this AnimationTreePlayer.
Returns time scale value of the TimeScale node with name [code]id[/code].
Sets the time scale of the TimeScale node with name [code]id[/code] to [code]scale[/code].
Sets the time seek value of the TimeSeek node with name [code]id[/code] to [code]seconds[/code]
Deletes the input at [code]input_idx[/code] for the transition node with name [code]id[/code].
Returns the index of the currently evaluated input for the transition node with name [code]id[/code].
Returns the number of inputs for the transition node with name [code]id[/code].
Returns the cross fade time for the transition node with name [code]id[/code].
Returns [code]true[/code] if the input at [code]input_idx[/code] on transition node with name [code]id[/code] is set to automatically advance to the next input upon completion.
The transition node with name [code]id[/code] sets its current input at [code]input_idx[/code].
The transition node with name [code]id[/code] advances to its next input automatically when the input at [code]input_idx[/code] completes.
Resizes the number of inputs available for the transition node with name [code]id[/code].
The transition node with name [code]id[/code] sets its cross fade time to [code]time_sec[/code].
If [code]true[/code] the [code]AnimationTreePlayer[/code] is able to play animations. Default value: [code]false[/code].
The node from which to relatively access other nodes. Default value: [code]".."[/code].
The path to the [AnimationPlayer] from which this [code]AnimationTreePlayer[/code] binds animations to animation nodes.
The thread in which to update animations. Default value: [enum ANIMATION_PROCESS_IDLE].
Output node.
Animation node.
OneShot node.
Mix node.
Blend2 node.
Blend3 node.
Blend4 node.
TimeScale node.
TimeSeek node.
Transition node.
Process animation during the physics process. This is especially useful when animating physics bodies.
Process animation during the idle process.