An input animation for an [AnimationNodeBlendTree].
A resource to add to an [AnimationNodeBlendTree]. Only has one output port using the [member animation] property. Used as an input for [AnimationNode]s that blend animations together.
$DOCS_URL/tutorials/animation/animation_tree.html https://godotengine.org/asset-library/asset/2748 https://godotengine.org/asset-library/asset/2710
- If [code]true[/code], on receiving a request to play an animation from the start, the first frame is not drawn, but only processed, and playback starts from the next frame. See also the notes of [method AnimationPlayer.play].
- Animation to use as an output. It is one of the animations provided by [member AnimationTree.anim_player].
- If [member use_custom_timeline] is [code]true[/code], override the loop settings of the original [Animation] resource with the value. [b]Note:[/b] If the [member Animation.loop_mode] isn't set to looping, the [method Animation.track_set_interpolation_loop_wrap] option will not be respected. If you cannot get the expected behavior, consider duplicating the [Animation] resource and changing the loop settings.
- Determines the playback direction of the animation.
- If [member use_custom_timeline] is [code]true[/code], offset the start position of the animation. This is useful for adjusting which foot steps first in 3D walking animations.
- If [code]true[/code], scales the time so that the length specified in [member timeline_length] is one cycle. This is useful for matching the periods of walking and running animations. If [code]false[/code], the original animation length is respected. If you set the loop to [member loop_mode], the animation will loop in [member timeline_length].
- If [member use_custom_timeline] is [code]true[/code], offset the start position of the animation.
- If [code]true[/code], [AnimationNode] provides an animation based on the [Animation] resource with some parameters adjusted.
Plays animation in forward direction.
Plays animation in backward direction.