Adds a type node to the graph with name id.
Shifts position in the animation timeline. Delta is the time in seconds to shift.
Returns the AnimationPlayer's Animation bound to the AnimationTreePlayer's animation node with name id.
Returns the name of the masterPlayer's Animation bound to this animation node.
Binds a new Animation from the masterPlayer to the AnimationTreePlayer's animation node with name id.
If enable is true, the animation node with ID id turns off the track modifying the property at path. The modified node's children continue to animate.
Binds the Animation named source from masterPlayer to the animation node id. Recalculates caches.
Returns whether node id and dst_id are connected at the specified slot.
Returns the blend amount of a Blend2 node given its name.
Sets the blend amount of a Blend2 node given its name and value. A Blend2 Node blends two animations with the amount between 0 and 1. At 0, Output is input a. Towards 1, the influence of a gets lessened, the influence of b gets raised. At 1, Output is input b.
If enable is true, the blend2 node with ID id turns off the track modifying the property at path. The modified node's children continue to animate.
Returns the blend amount of a Blend3 node given its name.
Sets the blend amount of a Blend3 node given its name and value. A Blend3 Node blends three animations with the amount between -1 and 1. At -1, Output is input b-. From -1 to 0, the influence of b- gets lessened, the influence of a gets raised and the influence of b+ is 0. At 0, Output is input a. From 0 to 1, the influence of a gets lessened, the influence of b+ gets raised and the influence of b+ is 0. At 1, Output is input b+.
Returns the blend amount of a Blend4 node given its name.
Sets the blend amount of a Blend4 node given its name and value. A Blend4 Node blends two pairs of animations. The two pairs are blended like blend2 and then added together.
Connects node id to dst_id at the specified input slot.
Disconnects nodes connected to id at the specified input slot.
Returns a PoolStringArray containing the name of all nodes.
Returns mix amount of a Mix node given its name.
Sets mix amount of a Mix node given its name and value. A Mix node adds input b to input a by a the amount given by ratio.
Check if a node exists (by name).
Return the input count for a given node. Different types of nodes have different amount of inputs.
Return the input source for a given node input.
Returns position of a node in the graph given its name.
Get the node type, will return from NODE_* enum.
Rename a node in the graph.
Sets position of a node in the graph given its name and position.
Returns autostart delay of a OneShot node given its name.
Returns autostart random delay of a OneShot node given its name.
Returns fade in time of a OneShot node given its name.
Returns fade out time of a OneShot node given its name.
Returns whether a OneShot node will auto restart given its name.
Returns whether a OneShot node is active given its name.
Sets autorestart property of a OneShot node given its name and value.
Sets autorestart delay of a OneShot node given its name and value in seconds.
Sets autorestart random delay of a OneShot node given its name and value in seconds.
Sets fade in time of a OneShot node given its name and value in seconds.
Sets fade out time of a OneShot node given its name and value in seconds.
If enable is true, the oneshot node with ID id turns off the track modifying the property at path. The modified node's children continue to animate.
Starts a OneShot node given its name.
Stops the OneShot node with name id.
Manually recalculates the cache of track information generated from animation nodes. Needed when external sources modify the animation nodes' state.
Removes the animation node with name id.
Resets this AnimationTreePlayer.
Returns time scale value of the TimeScale node with name id.
Sets the time scale of the TimeScale node with name id to scale. The timescale node is used to speed Animations up if the scale is above 1 or slow them down if it is below 1. If applied after a blend or mix, affects all input animations to that blend or mix.
Deletes the input at input_idx for the transition node with name id.
Returns the index of the currently evaluated input for the transition node with name id.
Returns the number of inputs for the transition node with name id. You can add inputs by rightclicking on the transition node.
Returns the cross fade time for the transition node with name id.
Returns true if the input at input_idx on transition node with name id is set to automatically advance to the next input upon completion.
The transition node with name id sets its current input at input_idx.
The transition node with name id advances to its next input automatically when the input at input_idx completes.
Resizes the number of inputs available for the transition node with name id.
The transition node with name id sets its cross fade time to time_sec.
If true the AnimationTreePlayer is able to play animations. Default value: false.
The node from which to relatively access other nodes. Default value: "..". 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. Default value: ANIMATION_PROCESS_IDLE.
Animation Player that uses a node graph for blending Animations.
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 Animations from an AnimationPlayer node and mixes them depending on the graph.