Inheritance #


Table of contents

AnimationMixer #

Node, core, not_builtin_classes

Base class for AnimationPlayer and AnimationTree.

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.

Members #

var active: bool = true#

If true, the AnimationMixer will be processing.

var audio_max_polyphony: int = 32#

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.

var callback_mode_discrete = ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE#

Ordinarily, tracks can be set to Animation.UPDATE_DISCRETE to update infrequently, usually when using nearest interpolation.

However, when blending with Animation.UPDATE_CONTINUOUS several results are considered. The callback_mode_discrete specify it explicitly. See also AnimationCallbackModeDiscrete.

To make the blended results look good, it is recommended to set this to ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS to update every frame during blending. Other values exist for compatibility and they are fine if there is no blending, but not so, may produce artifacts.

var callback_mode_method = ANIMATION_CALLBACK_MODE_METHOD_DEFERRED#

The call mode used for "Call Method" tracks.

var callback_mode_process = ANIMATION_CALLBACK_MODE_PROCESS_IDLE#

The process notification in which to update animations.

var deterministic: bool = false#

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.

var reset_on_save: bool = true#

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.

var root_motion_local: bool#

If true, get_root_motion_position value is extracted as a local translation value before blending. In other words, it is treated like the translation is done after the rotation.

var root_motion_track: NodePath = NodePath("")#

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. The root_motion_track uses the same format as Animation.track_set_path, but note that a bone must be specified.

If the track has type Animation.TYPE_POSITION_3D, Animation.TYPE_ROTATION_3D, or Animation.TYPE_SCALE_3D the transformation will be canceled visually, and the animation will appear to stay in place. See also get_root_motion_position, get_root_motion_rotation, get_root_motion_scale, and RootMotionView.

var root_node: NodePath = NodePath("..")#

The node which node path references will travel from.

Methods #

virtual const func _post_process_key_value(object_sub_idx: int) -> Variant#

A virtual function for processing after getting a key during playback.

func add_animation_library(library: AnimationLibrary) -> intError#

Adds library to the animation player, under the key name.

AnimationMixer has a global library by default with an empty string as key. For adding an animation to the global library:

var global_library = mixer.get_animation_library("")
global_library.add_animation("animation_name", animation_resource)

func advance(delta: float) -> void#

Manually advance the animations by the specified time (in seconds).

func capture(ease_type: int = 0 enumTween.EaseType) -> void#

If the animation track specified by name has an option Animation.UPDATE_CAPTURE, stores current values of the objects indicated by the track path as a cache. If there is already a captured cache, the old cache is discarded.

After this it will interpolate with current animation blending result during the playback process for the time specified by duration, working like a crossfade.

You can specify trans_type as the curve for the interpolation. For better results, it may be appropriate to specify Tween.TRANS_LINEAR for cases where the first key of the track begins with a non-zero value or where the key value does not change, and Tween.TRANS_QUAD for cases where the key value changes linearly.

func clear_caches() -> void#

AnimationMixer caches animated nodes. It may not notice if a node disappears; clear_caches forces it to update the cache again.

const func find_animation(animation: Animation) -> StringName#

Returns the key of animation or an empty StringName if not found.

const func find_animation_library(animation: Animation) -> StringName#

Returns the key for the AnimationLibrary that contains animation or an empty StringName if not found.

const func get_animation(name: StringName) -> Animation#

Returns the Animation with the key name. If the animation does not exist, null is returned and an error is logged.

const func get_animation_library(name: StringName) -> AnimationLibrary#

Returns the first AnimationLibrary with key name or null if not found.

To get the AnimationMixer's global animation library, use get_animation_library("").

const func get_animation_library_list() -> StringName[]#

Returns the list of stored library keys.

const func get_animation_list() -> PackedStringArray#

Returns the list of stored animation keys.

const func get_root_motion_position() -> Vector3#

Retrieve the motion delta of position with the root_motion_track as a Vector3 that can be used elsewhere.

If root_motion_track is not a path to a track of type Animation.TYPE_POSITION_3D, returns Vector3(0, 0, 0).

See also root_motion_track and RootMotionView.

The most basic example is applying position to CharacterBody3D:

var current_rotation

func _process(delta):
    if Input.is_action_just_pressed("animate"):
        current_rotation = get_quaternion()
        state_machine.travel("Animate")
    var velocity = current_rotation * animation_tree.get_root_motion_position() / delta
    set_velocity(velocity)
    move_and_slide()

By using this in combination with get_root_motion_rotation_accumulator, you can apply the root motion position more correctly to account for the rotation of the node.

func _process(delta):
    if Input.is_action_just_pressed("animate"):
        state_machine.travel("Animate")
    set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
    var velocity = (animation_tree.get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * animation_tree.get_root_motion_position() / delta
    set_velocity(velocity)
    move_and_slide()

If root_motion_local is true, return the pre-multiplied translation value with the inverted rotation.

In this case, the code can be written as follows:

func _process(delta):
    if Input.is_action_just_pressed("animate"):
        state_machine.travel("Animate")
    set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
    var velocity = get_quaternion() * animation_tree.get_root_motion_position() / delta
    set_velocity(velocity)
    move_and_slide()

const func get_root_motion_position_accumulator() -> Vector3#

Retrieve the blended value of the position tracks with the 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 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:

var prev_root_motion_position_accumulator

func _process(delta):
    if Input.is_action_just_pressed("animate"):
        state_machine.travel("Animate")
    var current_root_motion_position_accumulator = animation_tree.get_root_motion_position_accumulator()
    var difference = current_root_motion_position_accumulator - prev_root_motion_position_accumulator
    prev_root_motion_position_accumulator = current_root_motion_position_accumulator
    transform.origin += difference

However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.

const func get_root_motion_rotation() -> Quaternion#

Retrieve the motion delta of rotation with the root_motion_track as a Quaternion that can be used elsewhere.

If root_motion_track is not a path to a track of type Animation.TYPE_ROTATION_3D, returns Quaternion(0, 0, 0, 1).

See also root_motion_track and RootMotionView.

The most basic example is applying rotation to CharacterBody3D:

func _process(delta):
    if Input.is_action_just_pressed("animate"):
        state_machine.travel("Animate")
    set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())

const func get_root_motion_rotation_accumulator() -> Quaternion#

Retrieve the blended value of the rotation tracks with the 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 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 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:

var prev_root_motion_rotation_accumulator

func _process(delta):
    if Input.is_action_just_pressed("animate"):
        state_machine.travel("Animate")
    var current_root_motion_rotation_accumulator = animation_tree.get_root_motion_rotation_accumulator()
    var difference = prev_root_motion_rotation_accumulator.inverse() * current_root_motion_rotation_accumulator
    prev_root_motion_rotation_accumulator = current_root_motion_rotation_accumulator
    transform.basis *=  Basis(difference)

However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.

const func get_root_motion_scale() -> Vector3#

Retrieve the motion delta of scale with the root_motion_track as a Vector3 that can be used elsewhere.

If root_motion_track is not a path to a track of type Animation.TYPE_SCALE_3D, returns Vector3(0, 0, 0).

See also root_motion_track and RootMotionView.

The most basic example is applying scale to CharacterBody3D:

var current_scale = Vector3(1, 1, 1)
var scale_accum = Vector3(1, 1, 1)

func _process(delta):
    if Input.is_action_just_pressed("animate"):
        current_scale = get_scale()
        scale_accum = Vector3(1, 1, 1)
        state_machine.travel("Animate")
    scale_accum += animation_tree.get_root_motion_scale()
    set_scale(current_scale * scale_accum)

const func get_root_motion_scale_accumulator() -> Vector3#

Retrieve the blended value of the scale tracks with the root_motion_track 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:

var prev_root_motion_scale_accumulator

func _process(delta):
    if Input.is_action_just_pressed("animate"):
        state_machine.travel("Animate")
    var current_root_motion_scale_accumulator = animation_tree.get_root_motion_scale_accumulator()
    var difference = current_root_motion_scale_accumulator - prev_root_motion_scale_accumulator
    prev_root_motion_scale_accumulator = current_root_motion_scale_accumulator
    transform.basis = transform.basis.scaled(difference)

However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.

const func has_animation(name: StringName) -> bool#

Returns true if the AnimationMixer stores an Animation with key name.

const func has_animation_library(name: StringName) -> bool#

Returns true if the AnimationMixer stores an AnimationLibrary with key name.

func remove_animation_library(name: StringName) -> void#

Removes the AnimationLibrary associated with the key name.

func rename_animation_library(newname: StringName) -> void#

Moves the AnimationLibrary associated with the key name to the key newname.

Annotations #

Constants #

const ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS = 0 enum AnimationCallbackModeProcess#

Process animation during physics frames (see Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS). This is especially useful when animating physics bodies.

const ANIMATION_CALLBACK_MODE_PROCESS_IDLE = 1 enum AnimationCallbackModeProcess#

Process animation during process frames (see Node.NOTIFICATION_INTERNAL_PROCESS).

const ANIMATION_CALLBACK_MODE_PROCESS_MANUAL = 2 enum AnimationCallbackModeProcess#

Do not process animation. Use advance to process the animation manually.

const ANIMATION_CALLBACK_MODE_METHOD_DEFERRED = 0 enum AnimationCallbackModeMethod#

Batch method calls during the animation process, then do the calls after events are processed. This avoids bugs involving deleting nodes or modifying the AnimationPlayer while playing.

const ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE = 1 enum AnimationCallbackModeMethod#

Make method calls immediately when reached in the animation.

const ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT = 0 enum AnimationCallbackModeDiscrete#

An Animation.UPDATE_DISCRETE track value takes precedence when blending Animation.UPDATE_CONTINUOUS or Animation.UPDATE_CAPTURE track values and Animation.UPDATE_DISCRETE track values.

const ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE = 1 enum AnimationCallbackModeDiscrete#

An Animation.UPDATE_CONTINUOUS or Animation.UPDATE_CAPTURE track value takes precedence when blending the Animation.UPDATE_CONTINUOUS or Animation.UPDATE_CAPTURE track values and the Animation.UPDATE_DISCRETE track values. This is the default behavior for AnimationPlayer.

const ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS = 2 enum AnimationCallbackModeDiscrete#

Always treat the Animation.UPDATE_DISCRETE track value as Animation.UPDATE_CONTINUOUS with Animation.INTERPOLATION_NEAREST. This is the default behavior for AnimationTree.

If a value track has un-interpolatable type key values, it is internally converted to use ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE with Animation.UPDATE_DISCRETE.

Un-interpolatable type list:

- @GlobalScope.TYPE_NIL

- @GlobalScope.TYPE_NODE_PATH

- @GlobalScope.TYPE_RID

- @GlobalScope.TYPE_OBJECT

- @GlobalScope.TYPE_CALLABLE

- @GlobalScope.TYPE_SIGNAL

- @GlobalScope.TYPE_DICTIONARY

- @GlobalScope.TYPE_PACKED_BYTE_ARRAY

@GlobalScope.TYPE_BOOL and @GlobalScope.TYPE_INT are treated as @GlobalScope.TYPE_FLOAT during blending and rounded when the result is retrieved.

It is same for arrays and vectors with them such as @GlobalScope.TYPE_PACKED_INT32_ARRAY or @GlobalScope.TYPE_VECTOR2I, they are treated as @GlobalScope.TYPE_PACKED_FLOAT32_ARRAY or @GlobalScope.TYPE_VECTOR2. Also note that for arrays, the size is also interpolated.

@GlobalScope.TYPE_STRING and @GlobalScope.TYPE_STRING_NAME are interpolated between character codes and lengths, but note that there is a difference in algorithm between interpolation between keys and interpolation by blending.

Constructors #

Enums #

AnimationCallbackModeProcess#

enum AnimationCallbackModeProcess { ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS = 0, ANIMATION_CALLBACK_MODE_PROCESS_IDLE = 1, ANIMATION_CALLBACK_MODE_PROCESS_MANUAL = 2, }

AnimationCallbackModeMethod#

enum AnimationCallbackModeMethod { ANIMATION_CALLBACK_MODE_METHOD_DEFERRED = 0, ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE = 1, }

AnimationCallbackModeDiscrete#

enum AnimationCallbackModeDiscrete { ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT = 0, ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE = 1, ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS = 2, }

Operators #

Signals #

signal animation_finished(anim_name: StringName)#

Notifies when an animation finished playing.

Note: This signal is not emitted if an animation is looping.

signal animation_libraries_updated()#

Notifies when the animation libraries have changed.

signal animation_list_changed()#

Notifies when an animation list is changed.

signal animation_started(anim_name: StringName)#

Notifies when an animation starts playing.

signal caches_cleared()#

Notifies when the caches have been cleared, either automatically, or manually via clear_caches.

signal mixer_applied()#

Notifies when the blending result related have been applied to the target objects.

signal mixer_updated()#

Notifies when the property related process have been updated.

Theme Items #

Tutorials #