Added some explanations that should make it easier to use the AnimationTreePlayer
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1 changed files with 27 additions and 8 deletions
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimationTreePlayer" inherits="Node" category="Core" version="3.0-beta">
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<brief_description>
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Animation Player that uses a node graph for the blending.
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Animation Player that uses a node graph for blending Animations.
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</brief_description>
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<description>
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A node graph tool for blending multiple animations bound to an [AnimationPlayer]. Especially useful for animating characters or other skeleton-based rigs. It can combine several animations to form a desired pose.
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It takes [Animation]s from an [AnimationPlayer] node and mixes them depending on the graph.
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</description>
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<tutorials>
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</tutorials>
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Returns the [AnimationPlayer]'s animation bound to the [code]AnimationTreePlayer[/code]'s animation node with name [code]id[/code].
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Returns the [AnimationPlayer]'s [Animation] bound to the [code]AnimationTreePlayer[/code]'s animation node with name [code]id[/code].
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</description>
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</method>
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<method name="animation_node_get_master_animation" qualifiers="const">
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Returns the name of the [member master_player]'s animation bound to this animation node.
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Returns the name of the [member master_player]'s [Animation] bound to this animation node.
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</description>
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</method>
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<method name="animation_node_set_animation">
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<argument index="1" name="animation" type="Animation">
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</argument>
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<description>
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Binds a new animation from the [member master_player] to the [code]AnimationTreePlayer[/code]'s animation node with name [code]id[/code].
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Binds a new [Animation] from the [member master_player] to the [code]AnimationTreePlayer[/code]'s animation node with name [code]id[/code].
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</description>
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</method>
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<method name="animation_node_set_filter_path">
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@ -81,7 +82,7 @@
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<argument index="1" name="source" type="String">
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</argument>
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<description>
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Binds the animation named [code]source[/code] from [member master_player] to the animation node [code]id[/code]. Recalculates caches.
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Binds the [Animation] named [code]source[/code] from [member master_player] to the animation node [code]id[/code]. Recalculates caches.
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</description>
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</method>
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<method name="are_nodes_connected" qualifiers="const">
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</argument>
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<description>
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Sets the blend amount of a Blend2 node given its name and value.
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A Blend2 Node blends two animations with the amount between 0 and 1.
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At 0, Output is input a.
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Towards 1, the influence of a gets lessened, the influence of b gets raised.
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At 1, Output is input b.
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</description>
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</method>
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<method name="blend2_node_set_filter_path">
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</argument>
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<description>
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Sets the blend amount of a Blend3 node given its name and value.
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A Blend3 Node blends three animations with the amount between -1 and 1.
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At -1, Output is input b-.
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From -1 to 0, the influence of b- gets lessened, the influence of a gets raised and the influence of b+ is 0.
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At 0, Output is input a.
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From 0 to 1, the influence of a gets lessened, the influence of b+ gets raised and the influence of b+ is 0.
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At 1, Output is input b+.
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</description>
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</method>
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<method name="blend4_node_get_amount" qualifiers="const">
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</argument>
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<description>
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Sets the blend amount of a Blend4 node given its name and value.
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A Blend4 Node blends two pairs of animations.
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The two pairs are blended like blend2 and then added together.
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</description>
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</method>
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<method name="connect_nodes">
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<return type="PoolStringArray">
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</return>
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<description>
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Returns a PoolStringArray containing the name of all nodes.
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Returns a [PoolStringArray] containing the name of all nodes.
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</description>
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</method>
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<method name="mix_node_get_amount" qualifiers="const">
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</argument>
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<description>
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Sets mix amount of a Mix node given its name and value.
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A Mix node adds input b to input a by a the amount given by ratio.
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</description>
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</method>
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<method name="node_exists" qualifiers="const">
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<return type="void">
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</return>
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<description>
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Resets this AnimationTreePlayer.
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Resets this [code]AnimationTreePlayer[/code].
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</description>
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</method>
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<method name="timescale_node_get_scale" qualifiers="const">
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</argument>
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<description>
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Sets the time scale of the TimeScale node with name [code]id[/code] to [code]scale[/code].
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The timescale node is used to speed [Animation]s up if the scale is above 1 or slow them down if it is below 1.
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If applied after a blend or mix, affects all input animations to that blend or mix.
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</description>
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</method>
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<method name="timeseek_node_seek">
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</argument>
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<description>
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Sets the time seek value of the TimeSeek node with name [code]id[/code] to [code]seconds[/code]
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This functions as a seek in the [Animation] or the blend or mix of [Animation]s input in it.
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</description>
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</method>
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<method name="transition_node_delete_input">
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<argument index="0" name="id" type="String">
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</argument>
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<description>
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Returns the number of inputs for the transition node with name [code]id[/code].
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Returns the number of inputs for the transition node with name [code]id[/code]. You can add inputs by rightclicking on the transition node.
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</description>
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</method>
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<method name="transition_node_get_xfade_time" qualifiers="const">
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</member>
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<member name="base_path" type="NodePath" setter="set_base_path" getter="get_base_path">
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The node from which to relatively access other nodes. Default value: [code]".."[/code].
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It accesses the Bones, so it should point to the same Node the AnimationPlayer would point its Root Node at.
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</member>
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<member name="master_player" type="NodePath" setter="set_master_player" getter="get_master_player">
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The path to the [AnimationPlayer] from which this [code]AnimationTreePlayer[/code] binds animations to animation nodes.
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Once set, Animation nodes can be added to the AnimationTreePlayer.
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</member>
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<member name="playback_process_mode" type="int" setter="set_animation_process_mode" getter="get_animation_process_mode" enum="AnimationTreePlayer.AnimationProcessMode">
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The thread in which to update animations. Default value: [enum ANIMATION_PROCESS_IDLE].
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