Table of Contents

Class AnimationMixer

Base class for AnimationPlayer and AnimationTree.

Inheritance
AnimationMixer
Derived

Remarks

Base class for AnimationPlayer and AnimationTree to manage animation lists. It also has general properties and methods for playback and blending.

After instantiating the playback information data within the extended class, the blending is processed by the AnimationMixer.

See Also

Properties

active

If true, the AnimationMixer will be processing.

var active : bool = true

Property Value

bool

Remarks

  • void set_active(bool value)
  • bool is_active

audio_max_polyphony

The number of possible simultaneous sounds for each of the assigned AudioStreamPlayers.

For example, if this value is 32 and the animation has two audio tracks, the two AudioStreamPlayers assigned can play simultaneously up to 32 voices each.

var audio_max_polyphony : int = 32

Property Value

int

Remarks

  • void set_audio_max_polyphony(int value)
  • int get_audio_max_polyphony

callback_mode_discrete

Ordinarily, tracks can be set to Animation.UPDATE_DISCRETE to update infrequently, usually when using nearest interpolation.

However, when blending with Animation.UPDATE_CONTINUOUS several results are considered. The callback_mode_discrete specify it explicitly. See also AnimationCallbackModeDiscrete.

To make the blended results look good, it is recommended to set this to AnimationMixer.ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS to update every frame during blending. Other values exist for compatibility and they are fine if there is no blending, but not so, may produce artifacts.

var callback_mode_discrete : int = 1

Property Value

int

Remarks

  • void set_callback_mode_discrete(int value)
  • int get_callback_mode_discrete

callback_mode_method

The call mode used for "Call Method" tracks.

var callback_mode_method : int = 0

Property Value

int

Remarks

  • void set_callback_mode_method(int value)
  • int get_callback_mode_method

callback_mode_process

The process notification in which to update animations.

var callback_mode_process : int = 1

Property Value

int

Remarks

  • void set_callback_mode_process(int value)
  • int get_callback_mode_process

deterministic

If true, the blending uses the deterministic algorithm. The total weight is not normalized and the result is accumulated with an initial value (0 or a "RESET" animation if present).

This means that if the total amount of blending is 0.0, the result is equal to the "RESET" animation.

If the number of tracks between the blended animations is different, the animation with the missing track is treated as if it had the initial value.

If false, The blend does not use the deterministic algorithm. The total weight is normalized and always 1.0. If the number of tracks between the blended animations is different, nothing is done about the animation that is missing a track.

Note: In AnimationTree, the blending with AnimationNodeAdd2, AnimationNodeAdd3, AnimationNodeSub2 or the weight greater than 1.0 may produce unexpected results.

For example, if AnimationNodeAdd2 blends two nodes with the amount 1.0, then total weight is 2.0 but it will be normalized to make the total amount 1.0 and the result will be equal to AnimationNodeBlend2 with the amount 0.5.

var deterministic : bool = false

Property Value

bool

Remarks

  • void set_deterministic(bool value)
  • bool is_deterministic

reset_on_save

This is used by the editor. If set to true, the scene will be saved with the effects of the reset animation (the animation with the key "RESET") applied as if it had been seeked to time 0, with the editor keeping the values that the scene had before saving.

This makes it more convenient to preview and edit animations in the editor, as changes to the scene will not be saved as long as they are set in the reset animation.

var reset_on_save : bool = true

Property Value

bool

Remarks

  • void set_reset_on_save_enabled(bool value)
  • bool is_reset_on_save_enabled

root_motion_local

If true, get_root_motion_position value is extracted as a local translation value before blending. In other words, it is treated like the translation is done after the rotation.

var root_motion_local : bool

Property Value

bool

Remarks

  • void set_root_motion_local(bool value)
  • bool is_root_motion_local

root_motion_track

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. The root_motion_track uses the same format as Animation.track_set_path, but note that a bone must be specified.

If the track has type Animation.TYPE_POSITION_3D, Animation.TYPE_ROTATION_3D, or Animation.TYPE_SCALE_3D the transformation will be canceled visually, and the animation will appear to stay in place. See also get_root_motion_position, get_root_motion_rotation, get_root_motion_scale, and RootMotionView.

var root_motion_track : NodePath = NodePath("")

Property Value

NodePath

Remarks

root_node

The node which node path references will travel from.

var root_node : NodePath = NodePath("..")

Property Value

NodePath

Remarks

Methods

_post_process_key_value(Animation, int, Variant, int, int)

Qualifiers: virtualconst

A virtual function for processing after getting a key during playback.

Variant _post_process_key_value(Animation animation, int track, Variant value, int object_id, int object_sub_idx)

Parameters

animation Animation
track int
value Variant
object_id int
object_sub_idx int

add_animation_library(StringName, AnimationLibrary)

Adds library to the animation player, under the key name.

AnimationMixer has a global library by default with an empty string as key. For adding an animation to the global library:

var global_library = mixer.get_animation_library("")
global_library.add_animation("animation_name", animation_resource)

int add_animation_library(StringName name, AnimationLibrary library)

Parameters

name StringName
library AnimationLibrary

advance(float)

Manually advance the animations by the specified time (in seconds).

void advance(float delta)

Parameters

delta float

capture(StringName, float, int, int)

If the animation track specified by name has an option Animation.UPDATE_CAPTURE, stores current values of the objects indicated by the track path as a cache. If there is already a captured cache, the old cache is discarded.

After this it will interpolate with current animation blending result during the playback process for the time specified by duration, working like a crossfade.

You can specify trans_type as the curve for the interpolation. For better results, it may be appropriate to specify Tween.TRANS_LINEAR for cases where the first key of the track begins with a non-zero value or where the key value does not change, and Tween.TRANS_QUAD for cases where the key value changes linearly.

void capture(StringName name, float duration, int trans_type, int ease_type)

Parameters

name StringName
duration float
trans_type int
ease_type int

clear_caches

AnimationMixer caches animated nodes. It may not notice if a node disappears; clear_caches forces it to update the cache again.

void clear_caches

find_animation(Animation)

Qualifiers: const

Returns the key of animation or an empty StringName if not found.

StringName find_animation(Animation animation)

Parameters

animation Animation

find_animation_library(Animation)

Qualifiers: const

Returns the key for the AnimationLibrary that contains animation or an empty StringName if not found.

StringName find_animation_library(Animation animation)

Parameters

animation Animation

get_animation(StringName)

Qualifiers: const

Returns the Animation with the key name. If the animation does not exist, null is returned and an error is logged.

Animation get_animation(StringName name)

Parameters

name StringName

get_animation_library(StringName)

Qualifiers: const

Returns the first AnimationLibrary with key name or null if not found.

To get the AnimationMixer's global animation library, use get_animation_library("").

AnimationLibrary get_animation_library(StringName name)

Parameters

name StringName

get_animation_library_list

Qualifiers: const

Returns the list of stored library keys.

StringName[] get_animation_library_list

get_animation_list

Qualifiers: const

Returns the list of stored animation keys.

PackedStringArray get_animation_list

get_root_motion_position

Qualifiers: const

Retrieve the motion delta of position with the root_motion_track as a Vector3 that can be used elsewhere.

If root_motion_track is not a path to a track of type Animation.TYPE_POSITION_3D, returns Vector3(0, 0, 0).

See also root_motion_track and RootMotionView.

The most basic example is applying position to CharacterBody3D:

var current_rotation

func _process(delta):
    if Input.is_action_just_pressed("animate"):
        current_rotation = get_quaternion()
        state_machine.travel("Animate")
    var velocity = current_rotation * animation_tree.get_root_motion_position() / delta
    set_velocity(velocity)
    move_and_slide()

By using this in combination with get_root_motion_rotation_accumulator, you can apply the root motion position more correctly to account for the rotation of the node.

func _process(delta):
    if Input.is_action_just_pressed("animate"):
        state_machine.travel("Animate")
    set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
    var velocity = (animation_tree.get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * animation_tree.get_root_motion_position() / delta
    set_velocity(velocity)
    move_and_slide()

If root_motion_local is true, return the pre-multiplied translation value with the inverted rotation.

In this case, the code can be written as follows:

func _process(delta):
    if Input.is_action_just_pressed("animate"):
        state_machine.travel("Animate")
    set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
    var velocity = get_quaternion() * animation_tree.get_root_motion_position() / delta
    set_velocity(velocity)
    move_and_slide()

Vector3 get_root_motion_position

get_root_motion_position_accumulator

Qualifiers: const

Retrieve the blended value of the position tracks with the root_motion_track as a Vector3 that can be used elsewhere.

This is useful in cases where you want to respect the initial key values of the animation.

For example, if an animation with only one key Vector3(0, 0, 0) is played in the previous frame and then an animation with only one key Vector3(1, 0, 1) is played in the next frame, the difference can be calculated as follows:

var prev_root_motion_position_accumulator

func _process(delta):
    if Input.is_action_just_pressed("animate"):
        state_machine.travel("Animate")
    var current_root_motion_position_accumulator = animation_tree.get_root_motion_position_accumulator()
    var difference = current_root_motion_position_accumulator - prev_root_motion_position_accumulator
    prev_root_motion_position_accumulator = current_root_motion_position_accumulator
    transform.origin += difference

However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.

Vector3 get_root_motion_position_accumulator

get_root_motion_rotation

Qualifiers: const

Retrieve the motion delta of rotation with the root_motion_track as a Quaternion that can be used elsewhere.

If root_motion_track is not a path to a track of type Animation.TYPE_ROTATION_3D, returns Quaternion(0, 0, 0, 1).

See also root_motion_track and RootMotionView.

The most basic example is applying rotation to CharacterBody3D:

func _process(delta):
    if Input.is_action_just_pressed("animate"):
        state_machine.travel("Animate")
    set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())

Quaternion get_root_motion_rotation

get_root_motion_rotation_accumulator

Qualifiers: const

Retrieve the blended value of the rotation tracks with the root_motion_track as a Quaternion that can be used elsewhere.

This is necessary to apply the root motion position correctly, taking rotation into account. See also get_root_motion_position.

Also, this is useful in cases where you want to respect the initial key values of the animation.

For example, if an animation with only one key Quaternion(0, 0, 0, 1) is played in the previous frame and then an animation with only one key Quaternion(0, 0.707, 0, 0.707) is played in the next frame, the difference can be calculated as follows:

var prev_root_motion_rotation_accumulator

func _process(delta):
    if Input.is_action_just_pressed("animate"):
        state_machine.travel("Animate")
    var current_root_motion_rotation_accumulator = animation_tree.get_root_motion_rotation_accumulator()
    var difference = prev_root_motion_rotation_accumulator.inverse() * current_root_motion_rotation_accumulator
    prev_root_motion_rotation_accumulator = current_root_motion_rotation_accumulator
    transform.basis *=  Basis(difference)

However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.

Quaternion get_root_motion_rotation_accumulator

get_root_motion_scale

Qualifiers: const

Retrieve the motion delta of scale with the root_motion_track as a Vector3 that can be used elsewhere.

If root_motion_track is not a path to a track of type Animation.TYPE_SCALE_3D, returns Vector3(0, 0, 0).

See also root_motion_track and RootMotionView.

The most basic example is applying scale to CharacterBody3D:

var current_scale = Vector3(1, 1, 1)
var scale_accum = 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)

Vector3 get_root_motion_scale

get_root_motion_scale_accumulator

Qualifiers: const

Retrieve the blended value of the scale tracks with the root_motion_track as a Vector3 that can be used elsewhere.

For example, if an animation with only one key Vector3(1, 1, 1) is played in the previous frame and then an animation with only one key Vector3(2, 2, 2) is played in the next frame, the difference can be calculated as follows:

var prev_root_motion_scale_accumulator

func _process(delta):
    if Input.is_action_just_pressed("animate"):
        state_machine.travel("Animate")
    var current_root_motion_scale_accumulator = animation_tree.get_root_motion_scale_accumulator()
    var difference = current_root_motion_scale_accumulator - prev_root_motion_scale_accumulator
    prev_root_motion_scale_accumulator = current_root_motion_scale_accumulator
    transform.basis = transform.basis.scaled(difference)

However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.

Vector3 get_root_motion_scale_accumulator

has_animation(StringName)

Qualifiers: const

Returns true if the AnimationMixer stores an Animation with key name.

bool has_animation(StringName name)

Parameters

name StringName

has_animation_library(StringName)

Qualifiers: const

Returns true if the AnimationMixer stores an AnimationLibrary with key name.

bool has_animation_library(StringName name)

Parameters

name StringName

remove_animation_library(StringName)

Removes the AnimationLibrary associated with the key name.

void remove_animation_library(StringName name)

Parameters

name StringName

rename_animation_library(StringName, StringName)

Moves the AnimationLibrary associated with the key name to the key newname.

void rename_animation_library(StringName name, StringName newname)

Parameters

name StringName
newname StringName

Events

animation_finished(StringName)

Notifies when an animation finished playing.

Note: This signal is not emitted if an animation is looping.

signal animation_finished(StringName anim_name)

Parameters

anim_name StringName

animation_libraries_updated

Notifies when the animation libraries have changed.

signal animation_libraries_updated

animation_list_changed

Notifies when an animation list is changed.

signal animation_list_changed

animation_started(StringName)

Notifies when an animation starts playing.

signal animation_started(StringName anim_name)

Parameters

anim_name StringName

caches_cleared

Notifies when the caches have been cleared, either automatically, or manually via clear_caches.

signal caches_cleared

mixer_applied

Notifies when the blending result related have been applied to the target objects.

signal mixer_applied

mixer_updated

Notifies when the property related process have been updated.

signal mixer_updated