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
Remarks
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
Remarks
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
Remarks
callback_mode_method
The call mode used for "Call Method" tracks.
var callback_mode_method : int = 0
Property Value
Remarks
callback_mode_process
The process notification in which to update animations.
var callback_mode_process : int = 1
Property Value
Remarks
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
Remarks
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
Remarks
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
Remarks
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
Remarks
root_node
The node which node path references will travel from.
var root_node : NodePath = NodePath("..")
Property Value
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
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
StringNamelibrary
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
StringNameduration
floattrans_type
intease_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
StringNamenewname
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