Class AnimationMixer
- Namespace
- Godot
- Assembly
- GodotSharp.dll
Base class for AnimationPlayer and AnimationTree to manage animation lists. It also has general properties and methods for playback and blending.
After instantiating the playback information data within the extended class, the blending is processed by the AnimationMixer.
public class AnimationMixer : Node, IDisposable
- Inheritance
-
AnimationMixer
- Implements
- Derived
- Inherited Members
Properties
Active
If true
, the AnimationMixer will be processing.
public bool Active { get; set; }
Property Value
AudioMaxPolyphony
The number of possible simultaneous sounds for each of the assigned AudioStreamPlayers.
For example, if this value is 32
and the animation has two audio tracks, the two AudioStreamPlayers assigned can play simultaneously up to 32
voices each.
public int AudioMaxPolyphony { get; set; }
Property Value
CallbackModeMethod
The call mode to use for Call Method tracks.
public AnimationMixer.AnimationCallbackModeMethod CallbackModeMethod { get; set; }
Property Value
CallbackModeProcess
The process notification in which to update animations.
public AnimationMixer.AnimationCallbackModeProcess CallbackModeProcess { get; set; }
Property Value
Deterministic
If true
, the blending uses the deterministic algorithm. The total weight is not normalized and the result is accumulated with an initial value (0
or a "RESET"
animation if present).
This means that if the total amount of blending is 0.0
, the result is equal to the "RESET"
animation.
If the number of tracks between the blended animations is different, the animation with the missing track is treated as if it had the initial value.
If false
, The blend does not use the deterministic algorithm. The total weight is normalized and always 1.0
. If the number of tracks between the blended animations is different, nothing is done about the animation that is missing a track.
Note: In AnimationTree, the blending with AnimationNodeAdd2, AnimationNodeAdd3, AnimationNodeSub2 or the weight greater than 1.0
may produce unexpected results.
For example, if AnimationNodeAdd2 blends two nodes with the amount 1.0
, then total weight is 2.0
but it will be normalized to make the total amount 1.0
and the result will be equal to AnimationNodeBlend2 with the amount 0.5
.
public bool Deterministic { get; set; }
Property Value
ResetOnSave
This is used by the editor. If set to true
, the scene will be saved with the effects of the reset animation (the animation with the key "RESET"
) applied as if it had been seeked to time 0, with the editor keeping the values that the scene had before saving.
This makes it more convenient to preview and edit animations in the editor, as changes to the scene will not be saved as long as they are set in the reset animation.
public bool ResetOnSave { get; set; }
Property Value
RootMotionTrack
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 ":"
. For example, "character/skeleton:ankle"
or "character/mesh:transform/local"
.
If the track has type Position3D, Rotation3D or Scale3D the transformation will be canceled visually, and the animation will appear to stay in place. See also GetRootMotionPosition(), GetRootMotionRotation(), GetRootMotionScale() and RootMotionView.
public NodePath RootMotionTrack { get; set; }
Property Value
RootNode
The node from which node path references will travel.
public NodePath RootNode { get; set; }
Property Value
Methods
AddAnimationLibrary(StringName, AnimationLibrary)
Adds library
to the animation player, under the key name
.
public Error AddAnimationLibrary(StringName name, AnimationLibrary library)
Parameters
name
StringNamelibrary
AnimationLibrary
Returns
Advance(double)
Manually advance the animations by the specified time (in seconds).
public void Advance(double delta)
Parameters
delta
double
ClearCaches()
AnimationMixer caches animated nodes. It may not notice if a node disappears; ClearCaches() forces it to update the cache again.
public void ClearCaches()
FindAnimation(Animation)
Returns the key of animation
or an empty StringName if not found.
public StringName FindAnimation(Animation animation)
Parameters
animation
Animation
Returns
FindAnimationLibrary(Animation)
Returns the key for the AnimationLibrary that contains animation
or an empty StringName if not found.
public StringName FindAnimationLibrary(Animation animation)
Parameters
animation
Animation
Returns
GetAnimation(StringName)
Returns the Animation with the key name
. If the animation does not exist, null
is returned and an error is logged.
public Animation GetAnimation(StringName name)
Parameters
name
StringName
Returns
GetAnimationLibrary(StringName)
Returns the first AnimationLibrary with key name
or null
if not found.
To get the AnimationPlayer's global animation library, use get_animation_library("")
.
public AnimationLibrary GetAnimationLibrary(StringName name)
Parameters
name
StringName
Returns
GetAnimationLibraryList()
Returns the list of stored library keys.
public Array<StringName> GetAnimationLibraryList()
Returns
GetAnimationList()
Returns the list of stored animation keys.
public string[] GetAnimationList()
Returns
- string[]
GetRootMotionPosition()
Retrieve the motion delta of position with the RootMotionTrack as a Vector3 that can be used elsewhere.
If RootMotionTrack is not a path to a track of type Position3D, returns Vector3(0, 0, 0)
.
See also RootMotionTrack and RootMotionView.
The most basic example is applying position to CharacterBody3D:
By using this in combination with GetRootMotionPositionAccumulator(), you can apply the root motion position more correctly to account for the rotation of the node.
public Vector3 GetRootMotionPosition()
Returns
GetRootMotionPositionAccumulator()
Retrieve the blended value of the position tracks with the RootMotionTrack 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 Vector3(0, 0, 0)
is played in the previous frame and then an animation with only one key Vector3(1, 0, 1)
is played in the next frame, the difference can be calculated as follows:
However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.
public Vector3 GetRootMotionPositionAccumulator()
Returns
GetRootMotionRotation()
Retrieve the motion delta of rotation with the RootMotionTrack as a Quaternion that can be used elsewhere.
If RootMotionTrack is not a path to a track of type Rotation3D, returns Quaternion(0, 0, 0, 1)
.
See also RootMotionTrack and RootMotionView.
The most basic example is applying rotation to CharacterBody3D:
public Quaternion GetRootMotionRotation()
Returns
GetRootMotionRotationAccumulator()
Retrieve the blended value of the rotation tracks with the RootMotionTrack as a Quaternion that can be used elsewhere.
This is necessary to apply the root motion position correctly, taking rotation into account. See also GetRootMotionPosition().
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 Quaternion(0, 0, 0, 1)
is played in the previous frame and then an animation with only one key Quaternion(0, 0.707, 0, 0.707)
is played in the next frame, the difference can be calculated as follows:
However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.
public Quaternion GetRootMotionRotationAccumulator()
Returns
GetRootMotionScale()
Retrieve the motion delta of scale with the RootMotionTrack as a Vector3 that can be used elsewhere.
If RootMotionTrack is not a path to a track of type Scale3D, returns Vector3(0, 0, 0)
.
See also RootMotionTrack and RootMotionView.
The most basic example is applying scale to CharacterBody3D:
public Vector3 GetRootMotionScale()
Returns
GetRootMotionScaleAccumulator()
Retrieve the blended value of the scale tracks with the RootMotionTrack as a Vector3 that can be used elsewhere.
For example, if an animation with only one key Vector3(1, 1, 1)
is played in the previous frame and then an animation with only one key Vector3(2, 2, 2)
is played in the next frame, the difference can be calculated as follows:
However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.
public Vector3 GetRootMotionScaleAccumulator()
Returns
HasAnimation(StringName)
Returns true
if the AnimationPlayer stores an Animation with key name
.
public bool HasAnimation(StringName name)
Parameters
name
StringName
Returns
HasAnimationLibrary(StringName)
Returns true
if the AnimationPlayer stores an AnimationLibrary with key name
.
public bool HasAnimationLibrary(StringName name)
Parameters
name
StringName
Returns
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
RemoveAnimationLibrary(StringName)
Removes the AnimationLibrary associated with the key name
.
public void RemoveAnimationLibrary(StringName name)
Parameters
name
StringName
RenameAnimationLibrary(StringName, StringName)
Moves the AnimationLibrary associated with the key name
to the key newname
.
public void RenameAnimationLibrary(StringName name, StringName newname)
Parameters
name
StringNamenewname
StringName
_PostProcessKeyValue(Animation, int, Variant, GodotObject, int)
A virtual function for processing after key getting during playback.
public virtual Variant _PostProcessKeyValue(Animation animation, int track, Variant value, GodotObject @object, int objectIdx)
Parameters
animation
Animationtrack
intvalue
Variantobject
GodotObjectobjectIdx
int
Returns
Events
AnimationFinished
Notifies when an animation finished playing.
Note: This signal is not emitted if an animation is looping.
public event AnimationMixer.AnimationFinishedEventHandler AnimationFinished
Event Type
AnimationLibrariesUpdated
Notifies when the animation libraries have changed.
public event Action AnimationLibrariesUpdated
Event Type
AnimationListChanged
Notifies when an animation list is changed.
public event Action AnimationListChanged
Event Type
AnimationStarted
Notifies when an animation starts playing.
public event AnimationMixer.AnimationStartedEventHandler AnimationStarted
Event Type
CachesCleared
Notifies when the caches have been cleared, either automatically, or manually via ClearCaches().
public event Action CachesCleared
Event Type
MixerUpdated
Editor only. Notifies when the property have been updated to update dummy AnimationPlayer in animation player editor.
public event Action MixerUpdated