AnimationNode

Inherits: Resource < RefCounted < Object

Inherited By: AnimationNodeOutput, AnimationNodeSync, AnimationNodeTimeScale, AnimationNodeTimeSeek, AnimationRootNode

Base class for AnimationTree nodes. Not related to scene nodes.

Description

Base resource for AnimationTree nodes. In general, it’s not used directly, but you can create custom ones with custom blending formulas.

Inherit this when creating animation nodes mainly for use in AnimationNodeBlendTree, otherwise AnimationRootNode should be used instead.

You can access the time information as read-only parameter which is processed and stored in the previous frame for all nodes except AnimationNodeOutput.

Note: If multiple inputs exist in the AnimationNode, which time information takes precedence depends on the type of AnimationNode.

  1. var current_length = $AnimationTree[parameters/AnimationNodeName/current_length]
  2. var current_position = $AnimationTree[parameters/AnimationNodeName/current_position]
  3. var current_delta = $AnimationTree[parameters/AnimationNodeName/current_delta]

Tutorials

Properties

bool

filter_enabled

Methods

String

_get_caption() virtual const

AnimationNode

_get_child_by_name(name: StringName) virtual const

Dictionary

_get_child_nodes() virtual const

Variant

_get_parameter_default_value(parameter: StringName) virtual const

Array

_get_parameter_list() virtual const

bool

_has_filter() virtual const

bool

_is_parameter_read_only(parameter: StringName) virtual const

float

_process(time: float, seek: bool, is_external_seeking: bool, test_only: bool) virtual const

bool

add_input(name: String)

void

blend_animation(animation: StringName, time: float, delta: float, seeked: bool, is_external_seeking: bool, blend: float, looped_flag: LoopedFlag = 0)

float

blend_input(input_index: int, time: float, seek: bool, is_external_seeking: bool, blend: float, filter: FilterAction = 0, sync: bool = true, test_only: bool = false)

float

blend_node(name: StringName, node: AnimationNode, time: float, seek: bool, is_external_seeking: bool, blend: float, filter: FilterAction = 0, sync: bool = true, test_only: bool = false)

int

find_input(name: String) const

int

get_input_count() const

String

get_input_name(input: int) const

Variant

get_parameter(name: StringName) const

bool

is_path_filtered(path: NodePath) const

void

remove_input(index: int)

void

set_filter_path(path: NodePath, enable: bool)

bool

set_input_name(input: int, name: String)

void

set_parameter(name: StringName, value: Variant)


Signals

animation_node_removed(object_id: int, name: String) 🔗

Emitted by nodes that inherit from this class and that have an internal tree when one of their animation nodes removes. The animation nodes that emit this signal are AnimationNodeBlendSpace1D, AnimationNodeBlendSpace2D, AnimationNodeStateMachine, and AnimationNodeBlendTree.


animation_node_renamed(object_id: int, old_name: String, new_name: String) 🔗

Emitted by nodes that inherit from this class and that have an internal tree when one of their animation node names changes. The animation nodes that emit this signal are AnimationNodeBlendSpace1D, AnimationNodeBlendSpace2D, AnimationNodeStateMachine, and AnimationNodeBlendTree.


tree_changed() 🔗

Emitted by nodes that inherit from this class and that have an internal tree when one of their animation nodes changes. The animation nodes that emit this signal are AnimationNodeBlendSpace1D, AnimationNodeBlendSpace2D, AnimationNodeStateMachine, AnimationNodeBlendTree and AnimationNodeTransition.


Enumerations

enum FilterAction: 🔗

FilterAction FILTER_IGNORE = 0

Do not use filtering.

FilterAction FILTER_PASS = 1

Paths matching the filter will be allowed to pass.

FilterAction FILTER_STOP = 2

Paths matching the filter will be discarded.

FilterAction FILTER_BLEND = 3

Paths matching the filter will be blended (by the blend value).


Property Descriptions

bool filter_enabled 🔗

  • void set_filter_enabled(value: bool)

  • bool is_filter_enabled()

If true, filtering is enabled.


Method Descriptions

String _get_caption() virtual const 🔗

When inheriting from AnimationRootNode, implement this virtual method to override the text caption for this animation node.


AnimationNode _get_child_by_name(name: StringName) virtual const 🔗

When inheriting from AnimationRootNode, implement this virtual method to return a child animation node by its name.


Dictionary _get_child_nodes() virtual const 🔗

When inheriting from AnimationRootNode, implement this virtual method to return all child animation nodes in order as a name: node dictionary.


Variant _get_parameter_default_value(parameter: StringName) virtual const 🔗

When inheriting from AnimationRootNode, implement this virtual method to return the default value of a parameter. Parameters are custom local memory used for your animation nodes, given a resource can be reused in multiple trees.


Array _get_parameter_list() virtual const 🔗

When inheriting from AnimationRootNode, implement this virtual method to return a list of the properties on this animation node. Parameters are custom local memory used for your animation nodes, given a resource can be reused in multiple trees. Format is similar to Object.get_property_list.


bool _has_filter() virtual const 🔗

When inheriting from AnimationRootNode, implement this virtual method to return whether the blend tree editor should display filter editing on this animation node.


bool _is_parameter_read_only(parameter: StringName) virtual const 🔗

When inheriting from AnimationRootNode, implement this virtual method to return whether the parameter is read-only. Parameters are custom local memory used for your animation nodes, given a resource can be reused in multiple trees.


float _process(time: float, seek: bool, is_external_seeking: bool, test_only: bool) virtual const 🔗

Deprecated: Currently this is mostly useless as there is a lack of many APIs to extend AnimationNode by GDScript. It is planned that a more flexible API using structures will be provided in the future.

When inheriting from AnimationRootNode, implement this virtual method to run some code when this animation node is processed. The time parameter is a relative delta, unless seek is true, in which case it is absolute.

Here, call the blend_input, blend_node or blend_animation functions. You can also use get_parameter and set_parameter to modify local memory.

This function should return the delta.


bool add_input(name: String) 🔗

Adds an input to the animation node. This is only useful for animation nodes created for use in an AnimationNodeBlendTree. If the addition fails, returns false.


void blend_animation(animation: StringName, time: float, delta: float, seeked: bool, is_external_seeking: bool, blend: float, looped_flag: LoopedFlag = 0) 🔗

Blend an animation by blend amount (name must be valid in the linked AnimationPlayer). A time and delta may be passed, as well as whether seeked happened.

A looped_flag is used by internal processing immediately after the loop. See also LoopedFlag.


float blend_input(input_index: int, time: float, seek: bool, is_external_seeking: bool, blend: float, filter: FilterAction = 0, sync: bool = true, test_only: bool = false) 🔗

Blend an input. This is only useful for animation nodes created for an AnimationNodeBlendTree. The time parameter is a relative delta, unless seek is true, in which case it is absolute. A filter mode may be optionally passed (see FilterAction for options).


float blend_node(name: StringName, node: AnimationNode, time: float, seek: bool, is_external_seeking: bool, blend: float, filter: FilterAction = 0, sync: bool = true, test_only: bool = false) 🔗

Blend another animation node (in case this animation node contains child animation nodes). This function is only useful if you inherit from AnimationRootNode instead, otherwise editors will not display your animation node for addition.


int find_input(name: String) const 🔗

Returns the input index which corresponds to name. If not found, returns -1.


int get_input_count() const 🔗

Amount of inputs in this animation node, only useful for animation nodes that go into AnimationNodeBlendTree.


String get_input_name(input: int) const 🔗

Gets the name of an input by index.


Variant get_parameter(name: StringName) const 🔗

Gets the value of a parameter. Parameters are custom local memory used for your animation nodes, given a resource can be reused in multiple trees.


bool is_path_filtered(path: NodePath) const 🔗

Returns whether the given path is filtered.


void remove_input(index: int) 🔗

Removes an input, call this only when inactive.


void set_filter_path(path: NodePath, enable: bool) 🔗

Adds or removes a path for the filter.


bool set_input_name(input: int, name: String) 🔗

Sets the name of the input at the given input index. If the setting fails, returns false.


void set_parameter(name: StringName, value: Variant) 🔗

Sets a custom parameter. These are used as local memory, because resources can be reused across the tree or scenes.


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