98 lines
2.8 KiB
ReStructuredText
98 lines
2.8 KiB
ReStructuredText
.. _doc_animations:
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Animations
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==========
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Introduction
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------------
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This tutorial will explain how everything is animated in Godot. Godot's
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animation system is extremely powerful and flexible.
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To begin, let's just use the scene from the previous tutorial (:ref:`doc_splash_screen`).
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The goal is, to add a simple animation to it. Here's a copy
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just in case: :download:`robisplash.zip </files/robisplash.zip>`.
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Creating the animation
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----------------------
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First of all, add an :ref:`AnimationPlayer <class_AnimationPlayer>`
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node to the scene as a child of "bg" (the root node):
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.. image:: /img/animplayer.png
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When a node of this type is selected, the animation editor panel will
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appear:
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.. image:: /img/animpanel.png
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So, it's time to create a new animation! Press the new animation button
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and name the animation "intro".
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.. image:: /img/animnew.png
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After the animation has been created, it's time to edit it, by
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pressing the "edit" button:
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.. image:: /img/animedit.png
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Editing the animation
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---------------------
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Now this is when the magic happens! Several things happen when the
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"edit" button is pressed, the first one is that the animation editor
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appears above the animation panel. (In Godot 2.x, this button has been
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removed, instead, click on the 'animation' toggle at the bottom right
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for similar functionality.)
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.. image:: /img/animeditor.png
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The second and most important, is that the property editor enters
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"animation editing" mode. In this mode, a key icon appears next to
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every property of the property editor. This means that, in Godot, *any
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property of any object* can be animated:
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.. image:: /img/propertykeys.png
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Making the logo appear
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----------------------
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The logo will appear from the top of the screen. After selecting
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the animation player, the editor panel will stay visible until
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manually hidden (or the animation node is erased). Taking advantage of
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this, select the "logo" node and go to the "pos" property, move it up
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to position: 114,-400.
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Once in this position, press the key button next to the property:
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.. image:: /img/keypress.png
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As the track is new, a dialog will appear asking to create it. Confirm
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it!
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.. image:: /img/addtrack.png
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The keyframe will be added in the animation player editor:
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.. image:: /img/keyadded.png
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Move the editor cursor to the end, by clicking here:
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.. image:: /img/move_cursor.png
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Change the logo position to 114,0 and add a keyframe again. With two
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keyframes, the animation happens.
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.. image:: /img/animation.png
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Pressing Play on the animation panel will make the logo descend. To test
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it by running the scene, the autoplay button can tag the animation to
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start automatically when the scene starts:
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.. image:: /img/autoplay.png
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And finally, when running the scene, the animation should look like
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this:
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.. image:: /img/out.gif
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