An input animation for an [AnimationNodeBlendTree]. A resource to add to an [AnimationNodeBlendTree]. Only has one output port using the [member animation] property. Used as an input for [AnimationNode]s that blend animations together. $DOCS_URL/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/2748 https://godotengine.org/asset-library/asset/2710 Animation to use as an output. It is one of the animations provided by [member AnimationTree.anim_player]. If [member use_custom_timeline] is [code]true[/code], override the loop settings of the original [Animation] resource with the value. [b]Note:[/b] If the [member Animation.loop_mode] isn't set to looping, the [method 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. Determines the playback direction of the animation. If [member use_custom_timeline] is [code]true[/code], offset the start position of the animation. This is useful for adjusting which foot steps first in 3D walking animations. If [code]true[/code], scales the time so that the length specified in [member timeline_length] is one cycle. This is useful for matching the periods of walking and running animations. If [code]false[/code], the original animation length is respected. If you set the loop to [member loop_mode], the animation will loop in [member timeline_length]. If [member use_custom_timeline] is [code]true[/code], offset the start position of the animation. If [code]true[/code], [AnimationNode] provides an animation based on the [Animation] resource with some parameters adjusted. Plays animation in forward direction. Plays animation in backward direction.