Path: blob/master/doc/classes/AnimationNodeAnimation.xml
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<?xml version="1.0" encoding="UTF-8" ?>1<class name="AnimationNodeAnimation" inherits="AnimationRootNode" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">2<brief_description>3An input animation for an [AnimationNodeBlendTree].4</brief_description>5<description>6A resource to add to an [AnimationNodeBlendTree]. Only has one output port using the [member animation] property. Used as an input for [AnimationNode]s that blend animations together.7</description>8<tutorials>9<link title="Using AnimationTree">$DOCS_URL/tutorials/animation/animation_tree.html</link>10<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/2748</link>11<link title="Third Person Shooter (TPS) Demo">https://godotengine.org/asset-library/asset/2710</link>12</tutorials>13<members>14<member name="advance_on_start" type="bool" setter="set_advance_on_start" getter="is_advance_on_start" default="false">15If [code]true[/code], on receiving a request to play an animation from the start, the first frame is not drawn, but only processed, and playback starts from the next frame.16See also the notes of [method AnimationPlayer.play].17</member>18<member name="animation" type="StringName" setter="set_animation" getter="get_animation" default="&""">19Animation to use as an output. It is one of the animations provided by [member AnimationTree.anim_player].20</member>21<member name="loop_mode" type="int" setter="set_loop_mode" getter="get_loop_mode" enum="Animation.LoopMode">22If [member use_custom_timeline] is [code]true[/code], override the loop settings of the original [Animation] resource with the value.23[b]Note:[/b] If the [member Animation.loop_mode] isn't set to looping, the [method Animation.track_set_interpolation_loop_wrap] option will not be respected. If you cannot get the expected behavior, consider duplicating the [Animation] resource and changing the loop settings.24</member>25<member name="play_mode" type="int" setter="set_play_mode" getter="get_play_mode" enum="AnimationNodeAnimation.PlayMode" default="0">26Determines the playback direction of the animation.27</member>28<member name="start_offset" type="float" setter="set_start_offset" getter="get_start_offset">29If [member use_custom_timeline] is [code]true[/code], offset the start position of the animation.30This is useful for adjusting which foot steps first in 3D walking animations.31</member>32<member name="stretch_time_scale" type="bool" setter="set_stretch_time_scale" getter="is_stretching_time_scale">33If [code]true[/code], scales the time so that the length specified in [member timeline_length] is one cycle.34This is useful for matching the periods of walking and running animations.35If [code]false[/code], the original animation length is respected. If you set the loop to [member loop_mode], the animation will loop in [member timeline_length].36</member>37<member name="timeline_length" type="float" setter="set_timeline_length" getter="get_timeline_length">38If [member use_custom_timeline] is [code]true[/code], offset the start position of the animation.39</member>40<member name="use_custom_timeline" type="bool" setter="set_use_custom_timeline" getter="is_using_custom_timeline" default="false">41If [code]true[/code], [AnimationNode] provides an animation based on the [Animation] resource with some parameters adjusted.42</member>43</members>44<constants>45<constant name="PLAY_MODE_FORWARD" value="0" enum="PlayMode">46Plays animation in forward direction.47</constant>48<constant name="PLAY_MODE_BACKWARD" value="1" enum="PlayMode">49Plays animation in backward direction.50</constant>51</constants>52</class>535455