A node to be used for advanced animation transitions in an [AnimationPlayer].
[b]Note:[/b] When linked with an [AnimationPlayer], several properties and methods of the corresponding [AnimationPlayer] will not function as expected. Playback and transitions should be handled using only the [AnimationTree] and its constituent [AnimationNode](s). The [AnimationPlayer] node should be used solely for adding, deleting, and editing animations.
By using this in combination with [method get_root_motion_position_accumulator], you can apply the root motion position more correctly to account for the rotation of the node.
Retrieve the blended value of the position tracks with the [member 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 [code]Vector3(0, 0, 0)[/code] is played in the previous frame and then an animation with only one key [code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference can be calculated as follows:
[codeblocks]
[gdscript]
var prev_root_motion_position_accumulator: Vector3
func _process(delta):
if Input.is_action_just_pressed("animate"):
state_machine.travel("Animate")
var current_root_motion_position_accumulator: Vector3 = animation_tree.get_root_motion_position_accumulator()
var difference: Vector3 = current_root_motion_position_accumulator - prev_root_motion_position_accumulator
Retrieve the blended value of the rotation tracks with the [member 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 [method 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 [code]Quaternion(0, 0, 0, 1)[/code] is played in the previous frame and then an animation with only one key [code]Quaternion(0, 0.707, 0, 0.707)[/code] is played in the next frame, the difference can be calculated as follows:
[codeblocks]
[gdscript]
var prev_root_motion_rotation_accumulator: Quaternion
func _process(delta):
if Input.is_action_just_pressed("animate"):
state_machine.travel("Animate")
var current_root_motion_rotation_accumulator: Quaternion = animation_tree.get_root_motion_Quaternion_accumulator()
var difference: Quaternion = prev_root_motion_rotation_accumulator.inverse() * current_root_motion_rotation_accumulator
Retrieve the blended value of the scale tracks with the [member root_motion_track] as a [Vector3] that can be used elsewhere.
For example, if an animation with only one key [code]Vector3(1, 1, 1)[/code] is played in the previous frame and then an animation with only one key [code]Vector3(2, 2, 2)[/code] is played in the next frame, the difference can be calculated as follows:
[codeblocks]
[gdscript]
var prev_root_motion_scale_accumulator: Vector3
func _process(delta):
if Input.is_action_just_pressed("animate"):
state_machine.travel("Animate")
var current_root_motion_scale_accumulator: Vector3 = animation_tree.get_root_motion_scale_accumulator()
var difference: Vector3 = current_root_motion_scale_accumulator - prev_root_motion_scale_accumulator
The number of possible simultaneous sounds for each of the assigned AudioStreamPlayers.
For example, if this value is [code]32[/code] and the animation has two audio tracks, the two [AudioStreamPlayer]s assigned can play simultaneously up to [code]32[/code] voices each.
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. To specify a track that controls properties or bones, append its name after the path, separated by [code]":"[/code]. For example, [code]"character/skeleton:ankle"[/code] or [code]"character/mesh:transform/local"[/code].
If the track has type [constant Animation.TYPE_POSITION_3D], [constant Animation.TYPE_ROTATION_3D] or [constant Animation.TYPE_SCALE_3D] the transformation will be canceled visually, and the animation will appear to stay in place. See also [method get_root_motion_position], [method get_root_motion_rotation], [method get_root_motion_scale] and [RootMotionView].
[b]Note:[/b] This signal is not emitted if an animation is looping or playbacked from the middle. Also be aware of the possibility of unseen playback by sync and xfade.