Table of Contents

Class AnimationPlayer

A node used for animation playback.

Inheritance
AnimationPlayer

Remarks

An animation player is used for general-purpose playback of animations. It contains a dictionary of AnimationLibrary resources and custom blend times between animation transitions.

Some methods and properties use a single key to reference an animation directly. These keys are formatted as the key for the library, followed by a forward slash, then the key for the animation within the library, for example "movement/run". If the library's key is an empty string (known as the default library), the forward slash is omitted, being the same key used by the library.

AnimationPlayer is better-suited than Tween for more complex animations, for example ones with non-trivial timings. It can also be used over Tween if the animation track editor is more convenient than doing it in code.

Updating the target properties of animations occurs at the process frame.

See Also

Properties

assigned_animation

If playing, the current animation's key, otherwise, the animation last played. When set, this changes the animation, but will not play it unless already playing. See also current_animation.

var assigned_animation : String

Property Value

String

Remarks

  • void set_assigned_animation(String value)
  • String get_assigned_animation

autoplay

The key of the animation to play when the scene loads.

var autoplay : String = ""

Property Value

String

Remarks

current_animation

The key of the currently playing animation. If no animation is playing, the property's value is an empty string. Changing this value does not restart the animation. See AnimationPlayer.play for more information on playing animations.

Note: While this property appears in the Inspector, it's not meant to be edited, and it's not saved in the scene. This property is mainly used to get the currently playing animation, and internally for animation playback tracks. For more information, see Animation.

var current_animation : String = ""

Property Value

String

Remarks

  • void set_current_animation(String value)
  • String get_current_animation

current_animation_length

The length (in seconds) of the currently playing animation.

var current_animation_length : float

Property Value

float

Remarks

  • float get_current_animation_length

current_animation_position

The position (in seconds) of the currently playing animation.

var current_animation_position : float

Property Value

float

Remarks

  • float get_current_animation_position

movie_quit_on_finish

If true and the engine is running in Movie Maker mode (see MovieWriter), exits the engine with SceneTree.quit as soon as an animation is done playing in this AnimationPlayer. A message is printed when the engine quits for this reason.

Note: This obeys the same logic as the AnimationMixer.animation_finished signal, so it will not quit the engine if the animation is set to be looping.

var movie_quit_on_finish : bool = false

Property Value

bool

Remarks

  • void set_movie_quit_on_finish_enabled(bool value)
  • bool is_movie_quit_on_finish_enabled

playback_auto_capture

If true, performs AnimationMixer.capture before playback automatically. This means just AnimationPlayer.play_with_capture is executed with default arguments instead of AnimationPlayer.play.

Note: Capture interpolation is only performed if the animation contains a capture track. See also Animation.UPDATE_CAPTURE.

var playback_auto_capture : bool = true

Property Value

bool

Remarks

  • void set_auto_capture(bool value)
  • bool is_auto_capture

playback_auto_capture_duration

See also AnimationPlayer.play_with_capture and AnimationMixer.capture.

If playback_auto_capture_duration is negative value, the duration is set to the interval between the current position and the first key.

var playback_auto_capture_duration : float = -1.0

Property Value

float

Remarks

  • void set_auto_capture_duration(float value)
  • float get_auto_capture_duration

playback_auto_capture_ease_type

The ease type of the capture interpolation. See also EaseType.

var playback_auto_capture_ease_type : int = 0

Property Value

int

Remarks

  • void set_auto_capture_ease_type(int value)
  • int get_auto_capture_ease_type

playback_auto_capture_transition_type

The transition type of the capture interpolation. See also TransitionType.

var playback_auto_capture_transition_type : int = 0

Property Value

int

Remarks

  • void set_auto_capture_transition_type(int value)
  • int get_auto_capture_transition_type

playback_default_blend_time

The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision.

var playback_default_blend_time : float = 0.0

Property Value

float

Remarks

  • void set_default_blend_time(float value)
  • float get_default_blend_time

speed_scale

The speed scaling ratio. For example, if this value is 1, then the animation plays at normal speed. If it's 0.5, then it plays at half speed. If it's 2, then it plays at double speed.

If set to a negative value, the animation is played in reverse. If set to 0, the animation will not advance.

var speed_scale : float = 1.0

Property Value

float

Remarks

  • void set_speed_scale(float value)
  • float get_speed_scale

Methods

animation_get_next(StringName)

Qualifiers: const

Returns the key of the animation which is queued to play after the animation_from animation.

StringName animation_get_next(StringName animation_from)

Parameters

animation_from StringName

animation_set_next(StringName, StringName)

Triggers the animation_to animation when the animation_from animation completes.

void animation_set_next(StringName animation_from, StringName animation_to)

Parameters

animation_from StringName
animation_to StringName

clear_queue

Clears all queued, unplayed animations.

void clear_queue

get_blend_time(StringName, StringName)

Qualifiers: const

Returns the blend time (in seconds) between two animations, referenced by their keys.

float get_blend_time(StringName animation_from, StringName animation_to)

Parameters

animation_from StringName
animation_to StringName

get_method_call_mode

Qualifiers: const

Returns the call mode used for "Call Method" tracks.

int get_method_call_mode

get_playing_speed

Qualifiers: const

Returns the actual playing speed of current animation or 0 if not playing. This speed is the speed_scale property multiplied by custom_speed argument specified when calling the AnimationPlayer.play method.

Returns a negative value if the current animation is playing backwards.

float get_playing_speed

get_process_callback

Qualifiers: const

Returns the process notification in which to update animations.

int get_process_callback

get_queue

Returns a list of the animation keys that are currently queued to play.

PackedStringArray get_queue

get_root

Qualifiers: const

Returns the node which node path references will travel from.

NodePath get_root

get_section_end_time

Qualifiers: const

Returns the end time of the section currently being played.

float get_section_end_time

get_section_start_time

Qualifiers: const

Returns the start time of the section currently being played.

float get_section_start_time

has_section

Qualifiers: const

Returns true if an animation is currently playing with section.

bool has_section

is_playing

Qualifiers: const

Returns true if an animation is currently playing (even if speed_scale and/or custom_speed are 0).

bool is_playing

pause

Pauses the currently playing animation. The current_animation_position will be kept and calling AnimationPlayer.play or AnimationPlayer.play_backwards without arguments or with the same animation name as assigned_animation will resume the animation.

See also AnimationPlayer.stop.

void pause

play(StringName, float, float, bool)

Plays the animation with key name. Custom blend times and speed can be set.

The from_end option only affects when switching to a new animation track, or if the same track but at the start or end. It does not affect resuming playback that was paused in the middle of an animation. If custom_speed is negative and from_end is true, the animation will play backwards (which is equivalent to calling AnimationPlayer.play_backwards).

The AnimationPlayer keeps track of its current or last played animation with assigned_animation. If this method is called with that same animation name, or with no name parameter, the assigned animation will resume playing if it was paused.

Note: The animation will be updated the next time the AnimationPlayer is processed. If other variables are updated at the same time this is called, they may be updated too early. To perform the update immediately, call advance(0).

void play(StringName name, float custom_blend, float custom_speed, bool from_end)

Parameters

name StringName
custom_blend float
custom_speed float
from_end bool

play_backwards(StringName, float)

Plays the animation with key name in reverse.

This method is a shorthand for AnimationPlayer.play with custom_speed = -1.0 and from_end = true, so see its description for more information.

void play_backwards(StringName name, float custom_blend)

Parameters

name StringName
custom_blend float

play_section(StringName, float, float, float, float, bool)

Plays the animation with key name and the section starting from start_time and ending on end_time. See also AnimationPlayer.play.

Setting start_time to a value outside the range of the animation means the start of the animation will be used instead, and setting end_time to a value outside the range of the animation means the end of the animation will be used instead. start_time cannot be equal to end_time.

void play_section(StringName name, float start_time, float end_time, float custom_blend, float custom_speed, bool from_end)

Parameters

name StringName
start_time float
end_time float
custom_blend float
custom_speed float
from_end bool

play_section_backwards(StringName, float, float, float)

Plays the animation with key name and the section starting from start_time and ending on end_time in reverse.

This method is a shorthand for AnimationPlayer.play_section with custom_speed = -1.0 and from_end = true, see its description for more information.

void play_section_backwards(StringName name, float start_time, float end_time, float custom_blend)

Parameters

name StringName
start_time float
end_time float
custom_blend float

play_section_with_markers(StringName, StringName, StringName, float, float, bool)

Plays the animation with key name and the section starting from start_marker and ending on end_marker.

If the start marker is empty, the section starts from the beginning of the animation. If the end marker is empty, the section ends on the end of the animation. See also AnimationPlayer.play.

void play_section_with_markers(StringName name, StringName start_marker, StringName end_marker, float custom_blend, float custom_speed, bool from_end)

Parameters

name StringName
start_marker StringName
end_marker StringName
custom_blend float
custom_speed float
from_end bool

play_section_with_markers_backwards(StringName, StringName, StringName, float)

Plays the animation with key name and the section starting from start_marker and ending on end_marker in reverse.

This method is a shorthand for AnimationPlayer.play_section_with_markers with custom_speed = -1.0 and from_end = true, see its description for more information.

void play_section_with_markers_backwards(StringName name, StringName start_marker, StringName end_marker, float custom_blend)

Parameters

name StringName
start_marker StringName
end_marker StringName
custom_blend float

play_with_capture(StringName, float, float, float, bool, int, int)

See also AnimationMixer.capture.

You can use this method to use more detailed options for capture than those performed by playback_auto_capture. When playback_auto_capture is false, this method is almost the same as the following:

capture(name, duration, trans_type, ease_type)
play(name, custom_blend, custom_speed, from_end)

If name is blank, it specifies assigned_animation.

If duration is a negative value, the duration is set to the interval between the current position and the first key, when from_end is true, uses the interval between the current position and the last key instead.

Note: The duration takes speed_scale into account, but custom_speed does not, because the capture cache is interpolated with the blend result and the result may contain multiple animations.

void play_with_capture(StringName name, float duration, float custom_blend, float custom_speed, bool from_end, int trans_type, int ease_type)

Parameters

name StringName
duration float
custom_blend float
custom_speed float
from_end bool
trans_type int
ease_type int

queue(StringName)

Queues an animation for playback once the current animation and all previously queued animations are done.

Note: If a looped animation is currently playing, the queued animation will never play unless the looped animation is stopped somehow.

void queue(StringName name)

Parameters

name StringName

reset_section

Resets the current section if section is set.

void reset_section

seek(float, bool, bool)

Seeks the animation to the seconds point in time (in seconds). If update is true, the animation updates too, otherwise it updates at process time. Events between the current frame and seconds are skipped.

If update_only is true, the method / audio / animation playback tracks will not be processed.

Note: Seeking to the end of the animation doesn't emit AnimationMixer.animation_finished. If you want to skip animation and emit the signal, use AnimationMixer.advance.

void seek(float seconds, bool update, bool update_only)

Parameters

seconds float
update bool
update_only bool

set_blend_time(StringName, StringName, float)

Specifies a blend time (in seconds) between two animations, referenced by their keys.

void set_blend_time(StringName animation_from, StringName animation_to, float sec)

Parameters

animation_from StringName
animation_to StringName
sec float

set_method_call_mode(int)

Sets the call mode used for "Call Method" tracks.

void set_method_call_mode(int mode)

Parameters

mode int

set_process_callback(int)

Sets the process notification in which to update animations.

void set_process_callback(int mode)

Parameters

mode int

set_root(NodePath)

Sets the node which node path references will travel from.

void set_root(NodePath path)

Parameters

path NodePath

set_section(float, float)

Changes the start and end times of the section being played. The current playback position will be clamped within the new section. See also AnimationPlayer.play_section.

void set_section(float start_time, float end_time)

Parameters

start_time float
end_time float

set_section_with_markers(StringName, StringName)

Changes the start and end markers of the section being played. The current playback position will be clamped within the new section. See also AnimationPlayer.play_section_with_markers.

If the argument is empty, the section uses the beginning or end of the animation. If both are empty, it means that the section is not set.

void set_section_with_markers(StringName start_marker, StringName end_marker)

Parameters

start_marker StringName
end_marker StringName

stop(bool)

Stops the currently playing animation. The animation position is reset to 0 and the custom_speed is reset to 1.0. See also pause.

If keep_state is true, the animation state is not updated visually.

Note: The method / audio / animation playback tracks will not be processed by this method.

void stop(bool keep_state)

Parameters

keep_state bool

Events

animation_changed(StringName, StringName)

Emitted when a queued animation plays after the previous animation finished. See also AnimationPlayer.queue.

Note: The signal is not emitted when the animation is changed via AnimationPlayer.play or by an AnimationTree.

signal animation_changed(StringName old_name, StringName new_name)

Parameters

old_name StringName
new_name StringName

current_animation_changed(String)

Emitted when current_animation changes.

signal current_animation_changed(String name)

Parameters

name String