[i]Deprecated.[/i] Animation player that uses a node graph for blending animations. Superseded by [AnimationTree]. [i]Deprecated.[/i] A node graph tool for blending multiple animations bound to an [AnimationPlayer]. Especially useful for animating characters or other skeleton-based rigs. It can combine several animations to form a desired pose. It takes [Animation]s from an [AnimationPlayer] node and mixes them depending on the graph. See [AnimationTree] for a more full-featured replacement of this node. $DOCS_URL/tutorials/animation/animation_tree.html Shifts position in the animation timeline. [code]delta[/code] is the time in seconds to shift. Events between the current frame and [code]delta[/code] are handled. Returns a [PoolStringArray] containing the name of all nodes. Manually recalculates the cache of track information generated from animation nodes. Needed when external sources modify the animation nodes' state. Resets this [AnimationTreePlayer]. If [code]true[/code], the [AnimationTreePlayer] is able to play animations. The node from which to relatively access other nodes. It accesses the bones, so it should point to the same node the [AnimationPlayer] would point its Root Node at. The path to the [AnimationPlayer] from which this [AnimationTreePlayer] binds animations to animation nodes. Once set, [Animation] nodes can be added to the [AnimationTreePlayer]. The thread in which to update animations. Output node. Animation node. OneShot node. Mix node. Blend2 node. Blend3 node. Blend4 node. TimeScale node. TimeSeek node. Transition node. Process animation during the physics process. This is especially useful when animating physics bodies. Process animation during the idle process.