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557 lines
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ReStructuredText
557 lines
17 KiB
ReStructuredText
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.. _doc_first_3d_game_character_animation:
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Character animation
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===================
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In this final lesson, we'll use Godot's built-in animation tools to make our
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characters float and flap. You'll learn to design animations in the editor and
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use code to make your game feel alive.
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|image0|
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We'll start with an introduction to using the animation editor.
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Using the animation editor
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--------------------------
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The engine comes with tools to author animations in the editor. You can then use
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the code to play and control them at runtime.
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Open the player scene, select the player node, and add an *AnimationPlayer* node.
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The *Animation* dock appears in the bottom panel.
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|image1|
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It features a toolbar and the animation drop-down menu at the top, a track
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editor in the middle that's currently empty, and filter, snap, and zoom options
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at the bottom.
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Let's create an animation. Click on *Animation -> New*.
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|image2|
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Name the animation "float".
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|image3|
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Once you created the animation, the timeline appears with numbers representing
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time in seconds.
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We want the animation to start playback automatically at the start of the game.
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Also, it should loop.
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To do so, you can click the button with an "A+" icon in the animation toolbar
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and the looping arrows, respectively.
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|image5|
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You can also pin the animation editor by clicking the pin icon in the top-right.
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This prevents it from folding when you click on the viewport and deselect the
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nodes.
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|image6|
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Set the animation duration to ``1.2`` seconds in the top-right of the dock.
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|image7|
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You should see the gray ribbon widen a bit. It shows you the start and end of
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your animation and the vertical blue line is your time cursor.
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|image8|
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You can click and drag the slider in the bottom-right to zoom in and out of the
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timeline.
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|image9|
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The float animation
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-------------------
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With the animation player node, you can animate most properties on as many nodes
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as you need. Notice the key icon next to properties in the *Inspector*. You can
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click any of them to create a keyframe, a time and value pair for the
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corresponding property. The keyframe gets inserted where your time cursor is in
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the timeline.
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Let's insert our first keys. Here, we will animate both the translation and the
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rotation of the *Character* node.
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Select the *Character* and click the key icon next to *Translation* in the
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*Inspector*. Do the same for *Rotation Degrees*.
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|image10|
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Two tracks appear in the editor with a diamond icon representing each keyframe.
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|image11|
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You can click and drag on the diamonds to move them in time. Move the
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translation key to ``0.2`` seconds and the rotation key to ``0.1`` seconds.
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|image12|
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Move the time cursor to ``0.5`` seconds by clicking and dragging on the gray
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timeline. In the *Inspector*, set the *Translation*'s *Y* axis to about
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``0.65`` meters and the *Rotation Degrees*' *X* axis to ``8``.
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|image13|
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Create a keyframe for both properties and shift the translation key to ``0.7``
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seconds by dragging it on the timeline.
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|image14|
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.. note::
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A lecture on the principles of animation is beyond the scope of this
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tutorial. Just note that you don't want to time and space everything evenly.
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Instead, animators play with timing and spacing, two core animation
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principles. You want to offset and contrast in your character's motion to
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make them feel alive.
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Move the time cursor to the end of the animation, at ``1.2`` seconds. Set the Y
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translation to about ``0.35`` and the X rotation to ``-9`` degrees. Once again,
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create a key for both properties.
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You can preview the result by clicking the play button or pressing :kbd:`Shift + D`.
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Click the stop button or press :kbd:`S` to stop playback.
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|image15|
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You can see that the engine interpolates between your keyframes to produce a
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continuous animation. At the moment, though, the motion feels very robotic. This
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is because the default interpolation is linear, causing constant transitions,
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unlike how living things move in the real world.
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We can control the transition between keyframes using easing curves.
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Click and drag around the first two keys in the timeline to box select them.
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You can edit the properties of both keys simultaneously in the *Inspector*,
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where you can see an *Easing* property.
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|image17|
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Click and drag on the curve, pulling it towards the left. This will make it
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ease-out, that is to say, transition fast initially and slow down as the time
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cursor reaches the next keyframe.
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|image18|
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Play the animation again to see the difference. The first half should already
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feel a bit bouncier.
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Apply an ease-out to the second keyframe in the rotation track.
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|image19|
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Do the opposite for the second translation keyframe, dragging it to the right.
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|image20|
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Your animation should look something like this.
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|image21|
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.. note::
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Animations update the properties of the animated nodes every frame,
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overriding initial values. If we directly animated the *Player* node, it
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would prevent us from moving it in code. This is where the *Pivot* node
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comes in handy: even though we animated the *Character*, we can still move
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and rotate the *Pivot* and layer changes on top of the animation in a
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script.
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If you play the game, the player's creature will now float!
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If the creature is a little too close to the floor, you can move the *Pivot* up
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to offset it.
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Controlling the animation in code
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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We can use code to control the animation playback based on the player's input.
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Let's change the animation speed when the character is moving.
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Open the *Player*'s script by clicking the script icon next to it.
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|image22|
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In ``_physics_process()``, after the line where we check the ``direction``
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vector, add the following code.
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.. tabs::
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.. code-tab:: gdscript GDScript
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func _physics_process(delta):
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#...
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#if direction != Vector3.ZERO:
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#...
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$AnimationPlayer.playback_speed = 4
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else:
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$AnimationPlayer.playback_speed = 1
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.. code-tab:: csharp
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public override void _PhysicsProcess(float delta)
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{
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// ...
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if (direction != Vector3.Zero)
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{
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// ...
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GetNode<AnimationPlayer>("AnimationPlayer").PlaybackSpeed = 4;
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}
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else
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{
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GetNode<AnimationPlayer>("AnimationPlayer").PlaybackSpeed = 1;
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}
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}
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This code makes it so when the player moves, we multiply the playback speed by
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``4``. When they stop, we reset it to normal.
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We mentioned that the pivot could layer transforms on top of the animation. We
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can make the character arc when jumping using the following line of code. Add it
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at the end of ``_physics_process()``.
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.. tabs::
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.. code-tab:: gdscript GDScript
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func _physics_process(delta):
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#...
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$Pivot.rotation.x = PI / 6 * velocity.y / jump_impulse
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.. code-tab:: csharp
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public override void _PhysicsProcess(float delta)
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{
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// ...
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var pivot = GetNode<Spatial>("Pivot");
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pivot.Rotation = new Vector3(Mathf.Pi / 6f * _velocity.y / JumpImpulse, pivot.Rotation.y, pivot.Rotation.z);
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}
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Animating the mobs
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------------------
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Here's another nice trick with animations in Godot: as long as you use a similar
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node structure, you can copy them to different scenes.
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For example, both the *Mob* and the *Player* scenes have a *Pivot* and a
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*Character* node, so we can reuse animations between them.
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Open the *Player* scene, select the animation player node and open the "float" animation.
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Next, click on **Animation > Copy**. Then open ``Mob.tscn`` and open its animation
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player. Click **Animation > Paste**. That's it; all monsters will now play the float
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animation.
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We can change the playback speed based on the creature's ``random_speed``. Open
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the *Mob*'s script and at the end of the ``initialize()`` function, add the
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following line.
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.. tabs::
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.. code-tab:: gdscript GDScript
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func initialize(start_position, player_position):
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#...
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$AnimationPlayer.playback_speed = random_speed / min_speed
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.. code-tab:: csharp
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public void Initialize(Vector3 startPosition, Vector3 playerPosition)
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{
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// ...
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GetNode<AnimationPlayer>("AnimationPlayer").PlaybackSpeed = randomSpeed / MinSpeed;
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}
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And with that, you finished coding your first complete 3D game.
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**Congratulations**!
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In the next part, we'll quickly recap what you learned and give you some links
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to keep learning more. But for now, here are the complete ``Player.gd`` and
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``Mob.gd`` so you can check your code against them.
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Here's the *Player* script.
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends KinematicBody
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# Emitted when the player was hit by a mob.
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signal hit
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# How fast the player moves in meters per second.
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export var speed = 14
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# The downward acceleration when in the air, in meters per second per second.
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export var fall_acceleration = 75
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# Vertical impulse applied to the character upon jumping in meters per second.
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export var jump_impulse = 20
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# Vertical impulse applied to the character upon bouncing over a mob in meters per second.
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export var bounce_impulse = 16
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var velocity = Vector3.ZERO
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func _physics_process(delta):
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var direction = Vector3.ZERO
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if Input.is_action_pressed("move_right"):
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direction.x += 1
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if Input.is_action_pressed("move_left"):
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direction.x -= 1
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if Input.is_action_pressed("move_back"):
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direction.z += 1
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if Input.is_action_pressed("move_forward"):
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direction.z -= 1
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if direction != Vector3.ZERO:
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direction = direction.normalized()
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$Pivot.look_at(translation + direction, Vector3.UP)
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$AnimationPlayer.playback_speed = 4
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else:
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$AnimationPlayer.playback_speed = 1
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velocity.x = direction.x * speed
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velocity.z = direction.z * speed
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# Jumping
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if is_on_floor() and Input.is_action_just_pressed("jump"):
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velocity.y += jump_impulse
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velocity.y -= fall_acceleration * delta
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velocity = move_and_slide(velocity, Vector3.UP)
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for index in range(get_slide_count()):
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var collision = get_slide_collision(index)
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if collision.collider.is_in_group("mob"):
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var mob = collision.collider
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if Vector3.UP.dot(collision.normal) > 0.1:
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mob.squash()
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velocity.y = bounce_impulse
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$Pivot.rotation.x = PI / 6 * velocity.y / jump_impulse
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func die():
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emit_signal("hit")
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queue_free()
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func _on_MobDetector_body_entered(_body):
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die()
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.. code-tab:: csharp
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public class Player : KinematicBody
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{
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// Emitted when the player was hit by a mob.
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[Signal]
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public delegate void Hit();
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// How fast the player moves in meters per second.
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[Export]
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public int Speed = 14;
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// The downward acceleration when in the air, in meters per second squared.
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[Export]
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public int FallAcceleration = 75;
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// Vertical impulse applied to the character upon jumping in meters per second.
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[Export]
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public int JumpImpulse = 20;
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// Vertical impulse applied to the character upon bouncing over a mob in meters per second.
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[Export]
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public int BounceImpulse = 16;
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private Vector3 _velocity = Vector3.Zero;
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public override void _PhysicsProcess(float delta)
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{
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var direction = Vector3.Zero;
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if (Input.IsActionPressed("move_right"))
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{
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direction.x += 1f;
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}
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if (Input.IsActionPressed("move_left"))
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{
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direction.x -= 1f;
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}
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if (Input.IsActionPressed("move_back"))
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{
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direction.z += 1f;
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}
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if (Input.IsActionPressed("move_forward"))
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{
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direction.z -= 1f;
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}
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if (direction != Vector3.Zero)
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{
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direction = direction.Normalized();
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GetNode<Spatial>("Pivot").LookAt(Translation + direction, Vector3.Up);
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GetNode<AnimationPlayer>("AnimationPlayer").PlaybackSpeed = 4;
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}
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else
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{
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GetNode<AnimationPlayer>("AnimationPlayer").PlaybackSpeed = 1;
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}
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_velocity.x = direction.x * Speed;
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_velocity.z = direction.z * Speed;
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// Jumping.
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if (IsOnFloor() && Input.IsActionJustPressed("jump"))
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{
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_velocity.y += JumpImpulse;
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}
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_velocity.y -= FallAcceleration * delta;
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_velocity = MoveAndSlide(_velocity, Vector3.Up);
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for (int index = 0; index < GetSlideCount(); index++)
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{
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KinematicCollision collision = GetSlideCollision(index);
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if (collision.Collider is Mob mob && mob.IsInGroup("mob"))
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{
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if (Vector3.Up.Dot(collision.Normal) > 0.1f)
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{
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mob.Squash();
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_velocity.y = BounceImpulse;
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}
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}
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}
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var pivot = GetNode<Spatial>("Pivot");
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pivot.Rotation = new Vector3(Mathf.Pi / 6f * _velocity.y / JumpImpulse, pivot.Rotation.y, pivot.Rotation.z);
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}
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private void Die()
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{
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EmitSignal(nameof(Hit));
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QueueFree();
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}
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public void OnMobDetectorBodyEntered(Node body)
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{
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Die();
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}
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}
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And the *Mob*'s script.
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends KinematicBody
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# Emitted when the player jumped on the mob.
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signal squashed
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# Minimum speed of the mob in meters per second.
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export var min_speed = 10
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# Maximum speed of the mob in meters per second.
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export var max_speed = 18
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var velocity = Vector3.ZERO
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func _physics_process(_delta):
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move_and_slide(velocity)
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func initialize(start_position, player_position):
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look_at_from_position(start_position, player_position, Vector3.UP)
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rotate_y(rand_range(-PI / 4, PI / 4))
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var random_speed = rand_range(min_speed, max_speed)
|
||
|
velocity = Vector3.FORWARD * random_speed
|
||
|
velocity = velocity.rotated(Vector3.UP, rotation.y)
|
||
|
|
||
|
$AnimationPlayer.playback_speed = random_speed / min_speed
|
||
|
|
||
|
|
||
|
func squash():
|
||
|
emit_signal("squashed")
|
||
|
queue_free()
|
||
|
|
||
|
|
||
|
func _on_VisibilityNotifier_screen_exited():
|
||
|
queue_free()
|
||
|
|
||
|
.. code-tab:: csharp
|
||
|
|
||
|
public class Mob : KinematicBody
|
||
|
{
|
||
|
// Emitted when the played jumped on the mob.
|
||
|
[Signal]
|
||
|
public delegate void Squashed();
|
||
|
|
||
|
// Minimum speed of the mob in meters per second
|
||
|
[Export]
|
||
|
public int MinSpeed = 10;
|
||
|
// Maximum speed of the mob in meters per second
|
||
|
[Export]
|
||
|
public int MaxSpeed = 18;
|
||
|
|
||
|
private Vector3 _velocity = Vector3.Zero;
|
||
|
|
||
|
public override void _PhysicsProcess(float delta)
|
||
|
{
|
||
|
MoveAndSlide(_velocity);
|
||
|
}
|
||
|
|
||
|
public void Initialize(Vector3 startPosition, Vector3 playerPosition)
|
||
|
{
|
||
|
LookAtFromPosition(startPosition, playerPosition, Vector3.Up);
|
||
|
RotateY((float)GD.RandRange(-Mathf.Pi / 4.0, Mathf.Pi / 4.0));
|
||
|
|
||
|
float randomSpeed = (float)GD.RandRange(MinSpeed, MaxSpeed);
|
||
|
_velocity = Vector3.Forward * randomSpeed;
|
||
|
_velocity = _velocity.Rotated(Vector3.Up, Rotation.y);
|
||
|
|
||
|
GetNode<AnimationPlayer>("AnimationPlayer").PlaybackSpeed = randomSpeed / MinSpeed;
|
||
|
}
|
||
|
|
||
|
public void Squash()
|
||
|
{
|
||
|
EmitSignal(nameof(Squashed));
|
||
|
QueueFree();
|
||
|
}
|
||
|
|
||
|
public void OnVisibilityNotifierScreenExited()
|
||
|
{
|
||
|
QueueFree();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
.. |image0| image:: img/squash-the-creeps-final.gif
|
||
|
.. |image1| image:: img/09.adding_animations/01.animation_player_dock.png
|
||
|
.. |image2| image:: img/09.adding_animations/02.new_animation.png
|
||
|
.. |image3| image:: img/09.adding_animations/03.float_name.png
|
||
|
.. |image4| image:: img/09.adding_animations/03.timeline.png
|
||
|
.. |image5| image:: img/09.adding_animations/04.autoplay_and_loop.png
|
||
|
.. |image6| image:: img/09.adding_animations/05.pin_icon.png
|
||
|
.. |image7| image:: img/09.adding_animations/06.animation_duration.png
|
||
|
.. |image8| image:: img/09.adding_animations/07.editable_timeline.png
|
||
|
.. |image9| image:: img/09.adding_animations/08.zoom_slider.png
|
||
|
.. |image10| image:: img/09.adding_animations/09.creating_first_keyframe.png
|
||
|
.. |image11| image:: img/09.adding_animations/10.initial_keys.png
|
||
|
.. |image12| image:: img/09.adding_animations/11.moving_keys.png
|
||
|
.. |image13| image:: img/09.adding_animations/12.second_keys_values.png
|
||
|
.. |image14| image:: img/09.adding_animations/13.second_keys.png
|
||
|
.. |image15| image:: img/09.adding_animations/14.play_button.png
|
||
|
.. |image16| image:: img/09.adding_animations/15.box_select.png
|
||
|
.. |image17| image:: img/09.adding_animations/16.easing_property.png
|
||
|
.. |image18| image:: img/09.adding_animations/17.ease_out.png
|
||
|
.. |image19| image:: img/09.adding_animations/18.ease_out_second_rotation_key.png
|
||
|
.. |image20| image:: img/09.adding_animations/19.ease_in_second_translation_key.png
|
||
|
.. |image21| image:: img/09.adding_animations/20.float_animation.gif
|
||
|
.. |image22| image:: img/09.adding_animations/21.script_icon.png
|