[i]Deprecated.[/i] Animation player that uses a node graph for blending animations. Superseded by [AnimationTree].
[i]Deprecated.[/i] 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.
It takes [Animation]s from an [AnimationPlayer] node and mixes them depending on the graph.
See [AnimationTree] for a more full-featured replacement of this node.
https://docs.godotengine.org/en/latest/tutorials/animation/animation_tree.html
Adds a [code]type[/code] node to the graph with name [code]id[/code].
Shifts position in the animation timeline. [code]delta[/code] is the time in seconds to shift. Events between the current frame and [code]delta[/code] are handled.
Returns the [AnimationPlayer]'s [Animation] bound to the [AnimationTreePlayer]'s animation node with name [code]id[/code].
Returns the name of the [member master_player]'s [Animation] bound to this animation node.
Returns the absolute playback timestamp of the animation node with name [code]id[/code].
Binds a new [Animation] from the [member master_player] to the [AnimationTreePlayer]'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.
A Blend2 node blends two animations (A and B) with the amount between 0 and 1.
At 0, output is input A. Towards 1, the influence of A gets lessened, the influence of B gets raised. At 1, output is input B.
If [code]enable[/code] is [code]true[/code], the Blend2 node with name [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.
A Blend3 Node blends three animations (A, B-, B+) with the amount between -1 and 1.
At -1, output is input B-. From -1 to 0, the influence of B- gets lessened, the influence of A gets raised and the influence of B+ is 0. At 0, output is input A. From 0 to 1, the influence of A gets lessened, the influence of B+ gets raised and the influence of B+ is 0. At 1, output is input B+.
Returns the blend amount of a Blend4 node given its name.
Sets the blend amount of a Blend4 node given its name and value.
A Blend4 Node blends two pairs of animations.
The two pairs are blended like Blend2 and then added together.
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 the mix amount of a Mix node given its name.
Sets the mix amount of a Mix node given its name and value.
A Mix node adds input b to input a by the amount given by ratio.
Check if a node exists (by name).
Returns the input count for a given node. Different types of nodes have different amount of inputs.
Returns the input source for a given node input.
Returns position of a node in the graph given its name.
Gets the node type, will return from [enum NodeType] enum.
Renames a node in the graph.
Sets the position of a node in the graph given its name and position.
Returns the autostart delay of a OneShot node given its name.
Returns the autostart random delay of a OneShot node given its name.
Returns the fade in time of a OneShot node given its name.
Returns the 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 the autorestart property of a OneShot node given its name and value.
Sets the autorestart delay of a OneShot node given its name and value in seconds.
Sets the autorestart random delay of a OneShot node given its name and value in seconds.
Sets the fade in time of a OneShot node given its name and value in seconds.
Sets the 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 the 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].
The TimeScale node is used to speed [Animation]s up if the scale is above 1 or slow them down if it is below 1.
If applied after a blend or mix, affects all input animations to that blend or mix.
Sets the time seek value of the TimeSeek node with name [code]id[/code] to [code]seconds[/code].
This functions as a seek in the [Animation] or the blend or mix of [Animation]s input in it.
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]. You can add inputs by right-clicking on the transition node.
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 the 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 [AnimationTreePlayer] is able to play animations.
The node from which to relatively access other nodes.
It accesses the bones, so it should point to the same node the [AnimationPlayer] would point its Root Node at.
The path to the [AnimationPlayer] from which this [AnimationTreePlayer] binds animations to animation nodes.
Once set, [Animation] nodes can be added to the [AnimationTreePlayer].
The thread in which to update animations.
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.