Table of Contents

Class AnimationNodeAnimation

An input animation for an AnimationNodeBlendTree.

Inheritance
AnimationNodeAnimation

Remarks

A resource to add to an AnimationNodeBlendTree. Only has one output port using the animation property. Used as an input for AnimationNodes that blend animations together.

See Also

Properties

advance_on_start

If true, 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.

See also the notes of AnimationPlayer.play.

var advance_on_start : bool = false

Property Value

bool

Remarks

  • void set_advance_on_start(bool value)
  • bool is_advance_on_start

animation

Animation to use as an output. It is one of the animations provided by anim_player.

var animation : StringName = &""

Property Value

StringName

Remarks

loop_mode

If use_custom_timeline is true, override the loop settings of the original Animation resource with the value.

Note: If the loop_mode isn't set to looping, the 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.

var loop_mode : int

Property Value

int

Remarks

  • void set_loop_mode(int value)
  • int get_loop_mode

play_mode

Determines the playback direction of the animation.

var play_mode : int = 0

Property Value

int

Remarks

  • void set_play_mode(int value)
  • int get_play_mode

start_offset

If use_custom_timeline is true, offset the start position of the animation.

This is useful for adjusting which foot steps first in 3D walking animations.

var start_offset : float

Property Value

float

Remarks

  • void set_start_offset(float value)
  • float get_start_offset

stretch_time_scale

If true, scales the time so that the length specified in timeline_length is one cycle.

This is useful for matching the periods of walking and running animations.

If false, the original animation length is respected. If you set the loop to loop_mode, the animation will loop in timeline_length.

var stretch_time_scale : bool

Property Value

bool

Remarks

  • void set_stretch_time_scale(bool value)
  • bool is_stretching_time_scale

timeline_length

If use_custom_timeline is true, offset the start position of the animation.

var timeline_length : float

Property Value

float

Remarks

  • void set_timeline_length(float value)
  • float get_timeline_length

use_custom_timeline

If true, AnimationNode provides an animation based on the Animation resource with some parameters adjusted.

var use_custom_timeline : bool = false

Property Value

bool

Remarks

  • void set_use_custom_timeline(bool value)
  • bool is_using_custom_timeline