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AnimationMixer ​

Inherits: Node < Object

Inherited By: AnimationPlayer, AnimationTree

Base class for AnimationPlayer and AnimationTree.

Description

Base class for AnimationPlayer and AnimationTree to manage animation lists. It also has general properties and methods for playback and blending.

After instantiating the playback information data within the extended class, the blending is processed by the AnimationMixer.

Properties

bool

active

true

int

audio_max_polyphony

32

AnimationCallbackModeDiscrete

callback_mode_discrete

1

AnimationCallbackModeMethod

callback_mode_method

0

AnimationCallbackModeProcess

callback_mode_process

1

bool

deterministic

false

bool

reset_on_save

true

NodePath

root_motion_track

NodePath("")

NodePath

root_node

NodePath("..")

Methods

Variant

_post_process_key_value(animation: Animation, track: int, value: Variant, object_id: int, object_sub_idx: int) virtual const

Error

add_animation_library(name: StringName, library: AnimationLibrary)

void

advance(delta: float)

void

capture(name: StringName, duration: float, trans_type: TransitionType = 0, ease_type: EaseType = 0)

void

clear_caches()

StringName

find_animation(animation: Animation) const

StringName

find_animation_library(animation: Animation) const

Animation

get_animation(name: StringName) const

AnimationLibrary

get_animation_library(name: StringName) const

Array[StringName]

get_animation_library_list() const

PackedStringArray

get_animation_list() const

Vector3

get_root_motion_position() const

Vector3

get_root_motion_position_accumulator() const

Quaternion

get_root_motion_rotation() const

Quaternion

get_root_motion_rotation_accumulator() const

Vector3

get_root_motion_scale() const

Vector3

get_root_motion_scale_accumulator() const

bool

has_animation(name: StringName) const

bool

has_animation_library(name: StringName) const

void

remove_animation_library(name: StringName)

void

rename_animation_library(name: StringName, newname: StringName)


Signals

animation_finished(anim_name: StringName) 🔗

Notifies when an animation finished playing.

Note: This signal is not emitted if an animation is looping.


animation_libraries_updated() 🔗

Notifies when the animation libraries have changed.


animation_list_changed() 🔗

Notifies when an animation list is changed.


animation_started(anim_name: StringName) 🔗

Notifies when an animation starts playing.


caches_cleared() 🔗

Notifies when the caches have been cleared, either automatically, or manually via clear_caches.


mixer_applied() 🔗

Notifies when the blending result related have been applied to the target objects.


mixer_updated() 🔗

Notifies when the property related process have been updated.


Enumerations

enum AnimationCallbackModeProcess: 🔗

AnimationCallbackModeProcess ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS = 0

Process animation during physics frames (see Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS). This is especially useful when animating physics bodies.

AnimationCallbackModeProcess ANIMATION_CALLBACK_MODE_PROCESS_IDLE = 1

Process animation during process frames (see Node.NOTIFICATION_INTERNAL_PROCESS).

AnimationCallbackModeProcess ANIMATION_CALLBACK_MODE_PROCESS_MANUAL = 2

Do not process animation. Use advance to process the animation manually.


enum AnimationCallbackModeMethod: 🔗

AnimationCallbackModeMethod ANIMATION_CALLBACK_MODE_METHOD_DEFERRED = 0

Batch method calls during the animation process, then do the calls after events are processed. This avoids bugs involving deleting nodes or modifying the AnimationPlayer while playing.

AnimationCallbackModeMethod ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE = 1

Make method calls immediately when reached in the animation.


enum AnimationCallbackModeDiscrete: 🔗

AnimationCallbackModeDiscrete ANIMATION_CALLBACK_MODE_DISCRETE_DOMINANT = 0

An Animation.UPDATE_DISCRETE track value takes precedence when blending Animation.UPDATE_CONTINUOUS or Animation.UPDATE_CAPTURE track values and Animation.UPDATE_DISCRETE track values.

AnimationCallbackModeDiscrete ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE = 1

An Animation.UPDATE_CONTINUOUS or Animation.UPDATE_CAPTURE track value takes precedence when blending the Animation.UPDATE_CONTINUOUS or Animation.UPDATE_CAPTURE track values and the Animation.UPDATE_DISCRETE track values. This is the default behavior for AnimationPlayer.

AnimationCallbackModeDiscrete ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS = 2

Always treat the Animation.UPDATE_DISCRETE track value as Animation.UPDATE_CONTINUOUS with Animation.INTERPOLATION_NEAREST. This is the default behavior for AnimationTree.

If a value track has non-numeric type key values, it is internally converted to use ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE with Animation.UPDATE_DISCRETE.


Property Descriptions

bool active = true 🔗

  • void set_active(value: bool)

  • bool is_active()

If true, the AnimationMixer will be processing.


int audio_max_polyphony = 32 🔗

  • void set_audio_max_polyphony(value: int)

  • int get_audio_max_polyphony()

The number of possible simultaneous sounds for each of the assigned AudioStreamPlayers.

For example, if this value is 32 and the animation has two audio tracks, the two AudioStreamPlayers assigned can play simultaneously up to 32 voices each.


AnimationCallbackModeDiscrete callback_mode_discrete = 1 🔗

Ordinarily, tracks can be set to Animation.UPDATE_DISCRETE to update infrequently, usually when using nearest interpolation.

However, when blending with Animation.UPDATE_CONTINUOUS several results are considered. The callback_mode_discrete specify it explicitly. See also AnimationCallbackModeDiscrete.

To make the blended results look good, it is recommended to set this to ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS to update every frame during blending. Other values exist for compatibility and they are fine if there is no blending, but not so, may produce artifacts.


AnimationCallbackModeMethod callback_mode_method = 0 🔗

The call mode used for "Call Method" tracks.


AnimationCallbackModeProcess callback_mode_process = 1 🔗

The process notification in which to update animations.


bool deterministic = false 🔗

  • void set_deterministic(value: bool)

  • bool is_deterministic()

If true, the blending uses the deterministic algorithm. The total weight is not normalized and the result is accumulated with an initial value (0 or a "RESET" animation if present).

This means that if the total amount of blending is 0.0, the result is equal to the "RESET" animation.

If the number of tracks between the blended animations is different, the animation with the missing track is treated as if it had the initial value.

If false, The blend does not use the deterministic algorithm. The total weight is normalized and always 1.0. If the number of tracks between the blended animations is different, nothing is done about the animation that is missing a track.

Note: In AnimationTree, the blending with AnimationNodeAdd2, AnimationNodeAdd3, AnimationNodeSub2 or the weight greater than 1.0 may produce unexpected results.

For example, if AnimationNodeAdd2 blends two nodes with the amount 1.0, then total weight is 2.0 but it will be normalized to make the total amount 1.0 and the result will be equal to AnimationNodeBlend2 with the amount 0.5.


bool reset_on_save = true 🔗

  • void set_reset_on_save_enabled(value: bool)

  • bool is_reset_on_save_enabled()

This is used by the editor. If set to true, the scene will be saved with the effects of the reset animation (the animation with the key "RESET") applied as if it had been seeked to time 0, with the editor keeping the values that the scene had before saving.

This makes it more convenient to preview and edit animations in the editor, as changes to the scene will not be saved as long as they are set in the reset animation.


NodePath root_motion_track = NodePath("") 🔗

The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. The root_motion_track uses the same format as Animation.track_set_path, but note that a bone must be specified.

If the track has type Animation.TYPE_POSITION_3D, Animation.TYPE_ROTATION_3D, or Animation.TYPE_SCALE_3D the transformation will be canceled visually, and the animation will appear to stay in place. See also get_root_motion_position, get_root_motion_rotation, get_root_motion_scale, and RootMotionView.


NodePath root_node = NodePath("..") 🔗

The node which node path references will travel from.


Method Descriptions

Variant _post_process_key_value(animation: Animation, track: int, value: Variant, object_id: int, object_sub_idx: int) virtual const 🔗

A virtual function for processing after getting a key during playback.


Error add_animation_library(name: StringName, library: AnimationLibrary) 🔗

Adds library to the animation player, under the key name.

AnimationMixer has a global library by default with an empty string as key. For adding an animation to the global library:

gdscript
var global_library = mixer.get_animation_library("")
global_library.add_animation("animation_name", animation_resource)

void advance(delta: float) 🔗

Manually advance the animations by the specified time (in seconds).


void capture(name: StringName, duration: float, trans_type: TransitionType = 0, ease_type: EaseType = 0) 🔗

If the animation track specified by name has an option Animation.UPDATE_CAPTURE, stores current values of the objects indicated by the track path as a cache. If there is already a captured cache, the old cache is discarded.

After this it will interpolate with current animation blending result during the playback process for the time specified by duration, working like a crossfade.

You can specify trans_type as the curve for the interpolation. For better results, it may be appropriate to specify Tween.TRANS_LINEAR for cases where the first key of the track begins with a non-zero value or where the key value does not change, and Tween.TRANS_QUAD for cases where the key value changes linearly.


void clear_caches() 🔗

AnimationMixer caches animated nodes. It may not notice if a node disappears; clear_caches forces it to update the cache again.


StringName find_animation(animation: Animation) const 🔗

Returns the key of animation or an empty StringName if not found.


StringName find_animation_library(animation: Animation) const 🔗

Returns the key for the AnimationLibrary that contains animation or an empty StringName if not found.


Animation get_animation(name: StringName) const 🔗

Returns the Animation with the key name. If the animation does not exist, null is returned and an error is logged.


AnimationLibrary get_animation_library(name: StringName) const 🔗

Returns the first AnimationLibrary with key name or null if not found.

To get the AnimationMixer's global animation library, use get_animation_library("").


Array[StringName] get_animation_library_list() const 🔗

Returns the list of stored library keys.


PackedStringArray get_animation_list() const 🔗

Returns the list of stored animation keys.


Vector3 get_root_motion_position() const 🔗

Retrieve the motion delta of position with the root_motion_track as a Vector3 that can be used elsewhere.

If root_motion_track is not a path to a track of type Animation.TYPE_POSITION_3D, returns Vector3(0, 0, 0).

See also root_motion_track and RootMotionView.

The most basic example is applying position to CharacterBody3D:

gdscript
var current_rotation: Quaternion

func _process(delta):
    if Input.is_action_just_pressed("animate"):
        current_rotation = get_quaternion()
        state_machine.travel("Animate")
    var velocity: Vector3 = current_rotation * animation_tree.get_root_motion_position() / delta
    set_velocity(velocity)
    move_and_slide()

By using this in combination with get_root_motion_position_accumulator, you can apply the root motion position more correctly to account for the rotation of the node.

gdscript
func _process(delta):
    if Input.is_action_just_pressed("animate"):
        state_machine.travel("Animate")
    set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
    var velocity: Vector3 = (animation_tree.get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * animation_tree.get_root_motion_position() / delta
    set_velocity(velocity)
    move_and_slide()

Vector3 get_root_motion_position_accumulator() const 🔗

Retrieve the blended value of the position tracks with the root_motion_track as a Vector3 that can be used elsewhere.

This is useful in cases where you want to respect the initial key values of the animation.

For example, if an animation with only one key Vector3(0, 0, 0) is played in the previous frame and then an animation with only one key Vector3(1, 0, 1) is played in the next frame, the difference can be calculated as follows:

gdscript
var prev_root_motion_position_accumulator: Vector3

func _process(delta):
    if Input.is_action_just_pressed("animate"):
        state_machine.travel("Animate")
    var current_root_motion_position_accumulator: Vector3 = animation_tree.get_root_motion_position_accumulator()
    var difference: Vector3 = current_root_motion_position_accumulator - prev_root_motion_position_accumulator
    prev_root_motion_position_accumulator = current_root_motion_position_accumulator
    transform.origin += difference

However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.


Quaternion get_root_motion_rotation() const 🔗

Retrieve the motion delta of rotation with the root_motion_track as a Quaternion that can be used elsewhere.

If root_motion_track is not a path to a track of type Animation.TYPE_ROTATION_3D, returns Quaternion(0, 0, 0, 1).

See also root_motion_track and RootMotionView.

The most basic example is applying rotation to CharacterBody3D:

gdscript
func _process(delta):
    if Input.is_action_just_pressed("animate"):
        state_machine.travel("Animate")
    set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())

Quaternion get_root_motion_rotation_accumulator() const 🔗

Retrieve the blended value of the rotation tracks with the root_motion_track as a Quaternion that can be used elsewhere.

This is necessary to apply the root motion position correctly, taking rotation into account. See also get_root_motion_position.

Also, this is useful in cases where you want to respect the initial key values of the animation.

For example, if an animation with only one key Quaternion(0, 0, 0, 1) is played in the previous frame and then an animation with only one key Quaternion(0, 0.707, 0, 0.707) is played in the next frame, the difference can be calculated as follows:

gdscript
var prev_root_motion_rotation_accumulator: Quaternion

func _process(delta):
    if Input.is_action_just_pressed("animate"):
        state_machine.travel("Animate")
    var current_root_motion_rotation_accumulator: Quaternion = animation_tree.get_root_motion_rotation_accumulator()
    var difference: Quaternion = prev_root_motion_rotation_accumulator.inverse() * current_root_motion_rotation_accumulator
    prev_root_motion_rotation_accumulator = current_root_motion_rotation_accumulator
    transform.basis *=  Basis(difference)

However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.


Vector3 get_root_motion_scale() const 🔗

Retrieve the motion delta of scale with the root_motion_track as a Vector3 that can be used elsewhere.

If root_motion_track is not a path to a track of type Animation.TYPE_SCALE_3D, returns Vector3(0, 0, 0).

See also root_motion_track and RootMotionView.

The most basic example is applying scale to CharacterBody3D:

gdscript
var current_scale: Vector3 = Vector3(1, 1, 1)
var scale_accum: Vector3 = Vector3(1, 1, 1)

func _process(delta):
    if Input.is_action_just_pressed("animate"):
        current_scale = get_scale()
        scale_accum = Vector3(1, 1, 1)
        state_machine.travel("Animate")
    scale_accum += animation_tree.get_root_motion_scale()
    set_scale(current_scale * scale_accum)

Vector3 get_root_motion_scale_accumulator() const 🔗

Retrieve the blended value of the scale tracks with the root_motion_track as a Vector3 that can be used elsewhere.

For example, if an animation with only one key Vector3(1, 1, 1) is played in the previous frame and then an animation with only one key Vector3(2, 2, 2) is played in the next frame, the difference can be calculated as follows:

gdscript
var prev_root_motion_scale_accumulator: Vector3

func _process(delta):
    if Input.is_action_just_pressed("animate"):
        state_machine.travel("Animate")
    var current_root_motion_scale_accumulator: Vector3 = animation_tree.get_root_motion_scale_accumulator()
    var difference: Vector3 = current_root_motion_scale_accumulator - prev_root_motion_scale_accumulator
    prev_root_motion_scale_accumulator = current_root_motion_scale_accumulator
    transform.basis = transform.basis.scaled(difference)

However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.


bool has_animation(name: StringName) const 🔗

Returns true if the AnimationMixer stores an Animation with key name.


bool has_animation_library(name: StringName) const 🔗

Returns true if the AnimationMixer stores an AnimationLibrary with key name.


void remove_animation_library(name: StringName) 🔗

Removes the AnimationLibrary associated with the key name.


void rename_animation_library(name: StringName, newname: StringName) 🔗

Moves the AnimationLibrary associated with the key name to the key newname.