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Merge pull request #7614 from Calinou/update-tscn-file-format
This commit is contained in:
committed by
Max Hilbrunner
parent
d41f6d272c
commit
a14cf32e08
@@ -1,5 +1,3 @@
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:article_outdated: True
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.. _doc_tscn_file_format:
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TSCN file format
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@@ -17,41 +15,70 @@ SCN files stored inside the ``.godot/imported/`` folder.
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This reduces the data size and speeds up loading, as binary formats are faster
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to load compared to text-based formats.
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To make files more compact, properties equal to the default value are not stored
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in scene/resource files. It is possible to write them manually, but they will be
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discarded when saving the file.
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For those looking for a complete description, the parsing is handled in the file
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`resource_format_text.cpp <https://github.com/godotengine/godot/blob/master/scene/resources/resource_format_text.cpp>`_
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in the ``ResourceFormatLoaderText`` class.
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.. note::
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The scene and resource file formats have changed significantly in Godot 4,
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with the introduction of string-based UIDs to replace incremental integer
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IDs.
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Mesh, skeleton and animation data is also stored differently compared to Godot 3.
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You can read about some of the changes in this article:
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`Animation data rework for 4.0 <https://godotengine.org/article/animation-data-redesign-40/>`__
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Scenes and resources saved with Godot 4.x contain ``format=3`` in their
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header, whereas Godot 3.x uses ``format=2`` instead.
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File structure
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--------------
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There are five main sections inside the TSCN file:
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0. File Descriptor
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0. File descriptor
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1. External resources
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2. Internal resources
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3. Nodes
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4. Connections
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The file descriptor looks like ``[gd_scene load_steps=3 format=2]`` and should
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be the first entry in the file. The ``load_steps`` parameter is equal to the
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The file descriptor looks like ``[gd_scene load_steps=4 format=3 uid="uid://cecaux1sm7mo0"]``
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and should be the first entry in the file. The ``load_steps`` parameter is equal to the
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total amount of resources (internal and external) plus one (for the file itself).
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If the file has no resources, ``load_steps`` is omitted. The engine will
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still load the file correctly if ``load_steps`` is incorrect, but this will affect
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loading bars and any other piece of code relying on that value.
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``uid`` is an unique string-based identifier representing the scene. This is
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used by the engine to track files that are moved around, even while the editor
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is closed. Scripts can also load UID-based resources using the ``uid://`` path
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prefix to avoid relying on filesystem paths. This makes it possible to move
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around a file in the project, but still be able to load it in scripts without
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having to modify the script. Godot does not use external files to keep track of
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IDs, which means no central metadata storage location is required within the
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project. See `this pull request <https://github.com/godotengine/godot/pull/50786>`__
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for detailed information.
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These sections should appear in order, but it can be hard to distinguish them.
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The only difference between them is the first element in the heading for all of
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the items in the section. For example, the heading of all external resources
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should start with ``[ext_resource .....]``.
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should start with ``[ext_resource ...]``.
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A TSCN file may contain single-line comments starting with a semicolon (``;``).
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However, comments will be discarded when saving the file using the Godot editor.
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Whitespace within a TSCN file is not significant (except within strings), but
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extraneous whitespace will be discarded when saving the file.
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Entries inside the file
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~~~~~~~~~~~~~~~~~~~~~~~
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A heading looks like
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``[<resource_type> key=value key=value key=value ...]``
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``[<resource_type> key1=value1 key2=value2 key3=value3 ...]``
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where resource_type is one of:
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- ``ext_resource``
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@@ -65,27 +92,26 @@ so on. For example, a Node3D looks like:
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::
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[node name="Cube" type="Node3D" parent="."]
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transform=Transform( 1.0, 0.0, 0.0 ,0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0 )
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[node name="Cube" type="Node3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 2, 3)
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The scene tree
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--------------
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The scene tree is made up of… nodes! The heading of each node consists of
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its name, parent and (most of the time) a type. For example
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``[node type="Camera" name="PlayerCamera" parent="Player/Head"]``
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its name, parent and (most of the time) a type. For example:
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``[node name="PlayerCamera" type="Camera" parent="Player/Head"]``
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Other valid keywords include:
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- ``instance``
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- ``instance_placeholder``
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- ``owner``
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- ``index`` (sets the order of appearance in the tree. If absent, inherited nodes will take precedence over plain ones)
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- ``index`` (sets the order of appearance in the tree; if absent, inherited nodes will take precedence over plain ones)
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- ``groups``
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The first node in the file, which is also the scene root, must not have a
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``parent=Path/To/Node`` entry in its heading. All scene files should have
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The first node in the file, which is also the scene root, must **not** have a
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``parent="Path/To/Node"`` entry in its heading. All scene files should have
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exactly *one* scene root. If it doesn't, Godot will fail to import the file.
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The parent path of other nodes should be absolute, but shouldn't contain
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the scene root's name. If the node is a direct child of the scene root,
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@@ -94,172 +120,140 @@ the path should be ``"."``. Here is an example scene tree
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::
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[node name="Player" type="Node3D"] ; The scene root
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[node name="Arm" parent="." type="Node3D"] ; Parented to the scene root
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[node name="Hand" parent="Arm" type="Node3D"]
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[node name="Finger" parent="Arm/Hand" type="Node3D"]
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[node name="Player" type="Node3D"] ; The scene root
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[node name="Arm" type="Node3D" parent="."] ; Parented to the scene root
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[node name="Hand" type="Node3D" parent="Arm"] ; Child of "Arm"
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[node name="Finger" type="Node3D" parent="Arm/Hand"] ; Child of "Hand"
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.. tip::
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Similar to the internal resource, the document for each node is currently
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incomplete. Fortunately, it is easy to find out because you can simply
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save a file with that node in it. Some example nodes are:
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To make the file structure easier to grasp, you can saving a file with any
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given node or resource then inspect it yourself in an external editor. You
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can also make incremental changes in the Godot editor, and keep an external
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text editor open on the ``.tscn`` or ``.tres`` file with auto-reload enabled
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to see what changes.
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Here is an example of a scene containing a RigidBody3D-based ball with
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collision, visuals (mesh + light) and a camera parented to the RigidBody3D:
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::
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[node type="CollisionShape" name="SphereCollision" parent="SpherePhysics"]
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[gd_scene load_steps=4 format=3 uid="uid://cecaux1sm7mo0"]
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shape = SubResource(8)
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transform = Transform( 1.0 , 0.0 , -0.0 , 0.0 , -4.371138828673793e-08 , 1.0 , -0.0 , -1.0 , -4.371138828673793e-08 ,0.0 ,0.0 ,-0.0 )
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[sub_resource type="SphereShape3D" id="SphereShape3D_tj6p1"]
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[sub_resource type="SphereMesh" id="SphereMesh_4w3ye"]
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[node type="MeshInstance3D" name="Sphere" parent="SpherePhysics"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_k54se"]
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albedo_color = Color(1, 0.639216, 0.309804, 1)
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mesh = SubResource(9)
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transform = Transform( 1.0 , 0.0 , -0.0 , 0.0 , 1.0 , -0.0 , -0.0 , -0.0 , 1.0 ,0.0 ,0.0 ,-0.0 )
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[node name="Ball" type="RigidBody3D"]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("SphereShape3D_tj6p1")
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[node type="OmniLight" name="Lamp" parent="."]
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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mesh = SubResource("SphereMesh_4w3ye")
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surface_material_override/0 = SubResource("StandardMaterial3D_k54se")
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light_energy = 1.0
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light_specular = 1.0
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transform = Transform( -0.29086464643478394 , -0.7711008191108704 , 0.5663931369781494 , -0.05518905818462372 , 0.6045246720314026 , 0.7946722507476807 , -0.9551711678504944 , 0.199883371591568 , -0.21839118003845215 ,4.076245307922363 ,7.3235554695129395 ,-1.0054539442062378 )
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omni_range = 30
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shadow_enabled = true
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light_negative = false
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light_color = Color( 1.0, 1.0, 1.0, 1.0 )
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[node type="Camera" name="Camera" parent="."]
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projection = 0
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near = 0.10000000149011612
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fov = 50
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transform = Transform( 0.6859206557273865 , -0.32401350140571594 , 0.6515582203865051 , 0.0 , 0.8953956365585327 , 0.44527143239974976 , -0.7276763319969177 , -0.3054208755493164 , 0.6141703724861145 ,14.430776596069336 ,10.093015670776367 ,13.058500289916992 )
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far = 100.0
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[node name="OmniLight3D" type="OmniLight3D" parent="."]
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light_color = Color(1, 0.698039, 0.321569, 1)
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omni_range = 10.0
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[node name="Camera3D" type="Camera3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 0.939693, 0.34202, 0, -0.34202, 0.939693, 0, 1, 3)
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NodePath
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~~~~~~~~
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A tree structure is not enough to represent the whole scene. Godot uses a
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``NodePath(Path/To/Node)`` structure to refer to another node or attribute of
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the node anywhere in the scene tree. For instance, MeshInstance3D uses
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``NodePath()`` to point to its skeleton. Likewise, Animation tracks use
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``NodePath()`` to point to node properties to animate.
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the node anywhere in the scene tree. Paths are relative to the current node,
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with ``NodePath(".")`` pointing to the current node and ``NodePath("")``
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pointing to no node at all.
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For instance, MeshInstance3D uses ``NodePath()`` to point to its skeleton.
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Likewise, Animation tracks use ``NodePath()`` to point to node properties to
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animate.
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NodePath can also point to a property using a ``:property_name`` suffix, and
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even point to a specific component for vector, transform and color types. This
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is used by Animation resources to point to specific properties to animate. For
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example, ``NodePath("MeshInstance3D:scale.x")`` points to the ``x`` component of
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the ``scale`` Vector3 property in MeshInstance3D.
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For example, the ``skeleton`` property in the MeshInstance3D node called
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``mesh`` points to its parent, ``Armature01``:
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::
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[node name="mesh" type="MeshInstance3D" parent="Armature001"]
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[node name="mesh" type="MeshInstance3D" parent="Armature01"]
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skeleton = NodePath("..")
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mesh = SubResource(1)
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skeleton = NodePath("..:")
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Skeleton3D
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~~~~~~~~~~
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The :ref:`class_Skeleton3D` node inherits the Node3D node, but may alsohave a
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list of bones described in key-value pairs in the format
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``bones/<id>/<attribute> = value``. The bone attributes consist of:
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::
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- ``position``: Vector3
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- ``rotation``: Quaternion
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- ``scale``: Vector3
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[sub_resource id=3 type="Animation"]
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...
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tracks/0/type = "transform"
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tracks/0/path = NodePath("Cube:")
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...
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Skeleton
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~~~~~~~~
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The Skeleton node inherits the Node3D node, but also may have a list of bones
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described in key-value pairs in the format ``bones/Id/Attribute=Value``. The
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bone attributes consist of:
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- ``name``
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- ``parent``
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- ``rest``
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- ``pose``
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- ``enabled``
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- ``bound_children``
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1. ``name`` must be the first attribute of each bone.
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2. ``parent`` is the index of parent bone in the bone list, with parent index,
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the bone list is built to a bone tree.
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3. ``rest`` is the transform matrix of bone in its "resting" position.
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4. ``pose`` is the pose matrix; use ``rest`` as the basis.
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5. ``bound_children`` is a list of ``NodePath()`` which point to
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BoneAttachments belonging to this bone.
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These attributes are all optional. For instance, a bone may only define
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``position`` or ``rotation`` without defining the other properties.
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Here's an example of a skeleton node with two bones:
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::
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[node name="Skeleton" type="Skeleton" parent="Armature001" index="0"]
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[node name="Skeleton3D" type="Skeleton3D" parent="PlayerModel/Robot_Skeleton" index="0"]
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bones/1/position = Vector3(0.114471, 2.19771, -0.197845)
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bones/1/rotation = Quaternion(0.191422, -0.0471201, -0.00831942, 0.980341)
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bones/2/position = Vector3(-2.59096e-05, 0.236002, 0.000347473)
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bones/2/rotation = Quaternion(-0.0580488, 0.0310587, -0.0085914, 0.997794)
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bones/2/scale = Vector3(0.9276, 0.9276, 0.9276)
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bones/0/name = "Bone.001"
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bones/0/parent = -1
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bones/0/rest = Transform( 1, 0, 0, 0, 0, -1, 0, 1, 0, 0.038694, 0.252999, 0.0877164 )
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bones/0/pose = Transform( 1.0, 0.0, -0.0, 0.0, 1.0, -0.0, -0.0, -0.0, 1.0, 0.0, 0.0, -0.0 )
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bones/0/enabled = true
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bones/0/bound_children = [ ]
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bones/1/name = "Bone.002"
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bones/1/parent = 0
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bones/1/rest = Transform( 0.0349042, 0.99939, 0.000512929, -0.721447, 0.0248417, 0.692024, 0.691589, -0.0245245, 0.721874, 0, 5.96046e-08, -1.22688 )
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bones/1/pose = Transform( 1.0, 0.0, -0.0, 0.0, 1.0, -0.0, -0.0, -0.0, 1.0, 0.0, 0.0, -0.0 )
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bones/1/enabled = true
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bones/1/bound_children = [ ]
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BoneAttachment3D
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~~~~~~~~~~~~~~~~
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The :ref:`class_BoneAttachment3D` node is an intermediate node to describe some
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node being parented to a single bone in a Skeleton node. The BoneAttachment has
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a ``bone_name = "name of bone"`` property, as well as a property for the matching
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bone index.
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BoneAttachment
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~~~~~~~~~~~~~~
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BoneAttachment node is an intermediate node to describe some node being parented
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to a single bone in a Skeleton node. The BoneAttachment has a
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``bone_name=NameOfBone`` attribute, and the corresponding bone being the parent has the
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BoneAttachment node in its ``bound_children`` list.
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An example of one MeshInstance3D parented to a bone in Skeleton:
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An example of a :ref:`class_Marker3D` node parented to a bone in Skeleton:
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::
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[node name="Armature" type="Skeleton" parent="."]
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transform = Transform(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, -0.0219986, 0.0125825, 0.0343127)
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bones/0/name = "Bone"
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bones/0/parent = -1
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bones/0/rest = Transform(1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0)
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bones/0/pose = Transform(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0)
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bones/0/enabled = true
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bones/0/bound_children = [NodePath("BoneAttachment:")]
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[node name="BoneAttachment" type="BoneAttachment" parent="Armature"]
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bone_name = "Bone"
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[node name="Cylinder" type="MeshInstance3D" parent="Armature/BoneAttachment"]
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mesh = SubResource(1)
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transform = Transform(1.0, 0.0, 0.0, 0.0, 1.86265e-09, 1.0, 0.0, -1.0, 0.0, 0.0219986, -0.0343127, 2.25595)
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[node name="GunBone" type="BoneAttachment3D" parent="PlayerModel/Robot_Skeleton/Skeleton3D" index="5"]
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transform = Transform3D(0.333531, 0.128981, -0.933896, 0.567174, 0.763886, 0.308015, 0.753209, -0.632331, 0.181604, -0.323915, 1.07098, 0.0497144)
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bone_name = "hand.R"
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bone_idx = 55
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[node name="ShootFrom" type="Marker3D" parent="PlayerModel/Robot_Skeleton/Skeleton3D/GunBone"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.4, 0)
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AnimationPlayer
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~~~~~~~~~~~~~~~
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AnimationPlayer works as an animation library. It stores animations listed in
|
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the format ``anim/Name=SubResource(ResourceId)``; each line refers to an
|
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Animation resource. All the animation resources use the root node of
|
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AnimationPlayer. The root node is stored as
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``root_node=NodePath(Path/To/Node)``.
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The :ref:`class_AnimationPlayer` node works with one or more animation libraries
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stored in :ref:`class_AnimationLibrary` resources. An animation library is a
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collection of individual :ref:`class_Animation` resources, whose structure is
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documented :ref:`here <doc_tscn_animation>`.
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::
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[node name="AnimationPlayer" type="AnimationPlayer" parent="." index="1"]
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root_node = NodePath("..")
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autoplay = ""
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playback_process_mode = 1
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playback_default_blend_time = 0.0
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playback_speed = 1.0
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anims/default = SubResource( 2 )
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blend_times = [ ]
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||||
This split between animations themselves and animation libraries was done in
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Godot 4, so that animations can be imported separately from 3D meshes, which is
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a common workflow in 3D animation software. See the `original pull request
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<https://github.com/godotengine/godot/pull/59980>`__ for details.
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If the library name is empty, then it acts acts the unique source of animations
|
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for this AnimationPlayer. This allows using ``<animation_name>`` directly to
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play animations from script. If you name the library, then you must play it as
|
||||
``<library_name>/<animation_name>``. This ensures backwards compatibility and
|
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keeps the existing workflow if you don't want to use multiple animation
|
||||
libraries.
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||||
Resources
|
||||
---------
|
||||
@@ -268,20 +262,26 @@ Resources are components that make up the nodes. For example, a MeshInstance3D
|
||||
node will have an accompanying ArrayMesh resource. The ArrayMesh resource
|
||||
may be either internal or external to the TSCN file.
|
||||
|
||||
References to the resources are handled by ``id`` numbers in the resource's
|
||||
heading. External resources and internal resources are referred to with
|
||||
``ExtResource(id)`` and ``SubResource(id)``, respectively. Because there
|
||||
References to the resources are handled by unique string-based IDs in the
|
||||
resource's heading. This is different from the ``uid`` property, which each
|
||||
external resource also has (but subresources don't).
|
||||
|
||||
External resources and internal resources are referred to with
|
||||
``ExtResource("id")`` and ``SubResource("id")``, respectively. Because there
|
||||
have different methods to refer to internal and external resources, you can have
|
||||
the same ID for both an internal and external resource.
|
||||
|
||||
For example, to refer to the resource ``[ext_resource id=3 type="PackedScene"
|
||||
path=....]``, you would use ``ExtResource(3)``.
|
||||
For example, to refer to the resource
|
||||
``[ext_resource type="Material" uid="uid://c4cp0al3ljsjv" path="res://material.tres" id="1_7bt6s"]``,
|
||||
you would use ``ExtResource("1_7bt6s")``.
|
||||
|
||||
External resources
|
||||
~~~~~~~~~~~~~~~~~~
|
||||
|
||||
External resources are links to resources not contained within the TSCN file
|
||||
itself. An external resource consists of a path, a type and an ID.
|
||||
itself. An external resource consists of a path, a type, an UID (used to map its
|
||||
filesystem location to an unique identifier) and an ID (used to refer to the
|
||||
resource in the scene file).
|
||||
|
||||
Godot always generates absolute paths relative to the resource directory and
|
||||
thus prefixed with ``res://``, but paths relative to the TSCN file's location
|
||||
@@ -291,13 +291,14 @@ Some example external resources are:
|
||||
|
||||
::
|
||||
|
||||
[ext_resource path="res://characters/player.dae" type="PackedScene" id=1]
|
||||
[ext_resource path="metal.tres" type="Material" id=2]
|
||||
|
||||
[ext_resource type="Texture2D" uid="uid://ccbm14ebjmpy1" path="res://gradient.tres" id="2_eorut"]
|
||||
[ext_resource type="Material" uid="uid://c4cp0al3ljsjv" path="material.tres" id="1_7bt6s"]
|
||||
|
||||
Like TSCN files, a TRES file may contain single-line comments starting with a
|
||||
semicolon (``;``). However, comments will be discarded when saving the resource
|
||||
using the Godot editor.
|
||||
Whitespace within a TRES file is not significant (except within strings), but
|
||||
extraneous whitespace will be discarded when saving the file.
|
||||
|
||||
Internal resources
|
||||
~~~~~~~~~~~~~~~~~~
|
||||
@@ -310,140 +311,208 @@ heading. For example, a capsule collision shape looks like:
|
||||
|
||||
::
|
||||
|
||||
[sub_resource type="CapsuleShape" id=2]
|
||||
|
||||
radius = 0.5
|
||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_fdxgg"]
|
||||
radius = 1.0
|
||||
height = 3.0
|
||||
|
||||
|
||||
Some internal resources contain links to other internal resources (such as a
|
||||
mesh having a material). In this case, the referring resource must appear
|
||||
*before* the reference to it. This means that order matters in the file's
|
||||
internal resources section.
|
||||
|
||||
Unfortunately, documentation on the formats for these subresources isn't
|
||||
complete. Some examples can be found by inspecting saved resource files, but
|
||||
others can only be found by looking through Godot's source.
|
||||
|
||||
ArrayMesh
|
||||
~~~~~~~~~
|
||||
|
||||
ArrayMesh consists of several surfaces, each in the format ``surface\Index={}``.
|
||||
Each surface is a set of vertices and a material.
|
||||
An ArrayMesh consists of several surfaces contained in the ``_surfaces`` array
|
||||
(notice the leading underscore). Each surface's data is stored in a dictionary
|
||||
with the following keys:
|
||||
|
||||
TSCN files support two surface formats:
|
||||
- ``aabb``: The computed axis-aligned bounding box for visibility.
|
||||
``Mesh.PrimitiveType`` Godot enum. ``0`` = points, ``1`` = lines, ``2`` = line
|
||||
strip, ``3`` = triangles (most common), ``4`` = triangle strip.
|
||||
- ``attribute_data``: Vertex attribute data, such as normals, tangents, vertex
|
||||
colors, UV1, UV2 and custom vertex data.
|
||||
- ``bone_aabbs``: The axis-aligned bounding box of each bone for visibility.
|
||||
- ``format``: The surface's buffer format.
|
||||
- ``index_count``: The number of indices in the surface. This must match
|
||||
``index_data``'s size.
|
||||
- ``index_data``: The index data, which determines which vertices from
|
||||
``vertex_data`` are drawn.
|
||||
- ``lods``: Level of detail variations, stored as an array. Each LOD level
|
||||
represents two values in the array. The first value is the percentage of
|
||||
screen space the LOD level is most suited for (edge length); the second value
|
||||
is the list of indices that should be drawn for the given LOD level.
|
||||
- ``material``: The material used when drawing the surface.
|
||||
- ``name``: The surface's name. This can be used in scripts and is imported from
|
||||
3D DCCs.
|
||||
- ``primitive``: The surface's primitive type, matching the
|
||||
- ``skin_data``: Bone weight data.
|
||||
- ``vertex_count``: Number of vertices in the surface. This must match ``vertex_data``'s size.
|
||||
- ``vertex_data``: The vertex position data.
|
||||
|
||||
1. For the old format, each surface has three essential keys:
|
||||
|
||||
- ``primitive``
|
||||
- ``arrays``
|
||||
- ``morph_arrays``
|
||||
|
||||
i. ``primitive`` is an enumerate variable, ``primitive=4`` which is
|
||||
``PRIMITIVE_TRIANGLES`` is frequently used.
|
||||
|
||||
ii. ``arrays`` is a two-dimensional array, it contains:
|
||||
|
||||
1. Vertex positions array
|
||||
2. Normals array
|
||||
3. Tangents array
|
||||
4. Vertex colors array
|
||||
5. UV array 1
|
||||
6. UV array 2
|
||||
7. Bone indexes array
|
||||
8. Bone weights array
|
||||
9. Vertex indexes array
|
||||
|
||||
iii. ``morph_arrays`` is an array of morphs. Each morph is exactly an
|
||||
``arrays`` without the vertex indexes array.
|
||||
|
||||
An example of ArrayMesh:
|
||||
Here's an example of an ArrayMesh saved to its own ``.tres`` file. Some fields were shortened with ``...`` for brevity:
|
||||
|
||||
::
|
||||
|
||||
[sub_resource id=1 type="ArrayMesh"]
|
||||
[gd_resource type="ArrayMesh" load_steps=2 format=3 uid="uid://dww8o7hsqrhx5"]
|
||||
|
||||
surfaces/0 = {
|
||||
"primitive":4,
|
||||
"arrays":[
|
||||
Vector3Array(0.0, 1.0, -1.0, 0.866025, -1.0, -0.5, 0.0, -1.0, -1.0, 0.866025, 1.0, -0.5, 0.866025, -1.0, 0.5, 0.866025, 1.0, 0.5, -8.74228e-08, -1.0, 1.0, -8.74228e-08, 1.0, 1.0, -0.866025, -1.0, 0.5, -0.866025, 1.0, 0.5, -0.866025, -1.0, -0.5, -0.866025, 1.0, -0.5),
|
||||
Vector3Array(0.0, 0.609973, -0.792383, 0.686239, -0.609973, -0.396191, 0.0, -0.609973, -0.792383, 0.686239, 0.609973, -0.396191, 0.686239, -0.609973, 0.396191, 0.686239, 0.609973, 0.396191, 0.0, -0.609973, 0.792383, 0.0, 0.609973, 0.792383, -0.686239, -0.609973, 0.396191, -0.686239, 0.609973, 0.396191, -0.686239, -0.609973, -0.396191, -0.686239, 0.609973, -0.396191),
|
||||
null, ; No Tangents,
|
||||
null, ; no Vertex Colors,
|
||||
null, ; No UV1,
|
||||
null, ; No UV2,
|
||||
null, ; No Bones,
|
||||
null, ; No Weights,
|
||||
IntArray(0, 2, 1, 3, 1, 4, 5, 4, 6, 7, 6, 8, 0, 5, 9, 9, 8, 10, 11, 10, 2, 1, 10, 8, 0, 1, 3, 3, 4, 5, 5, 6, 7, 7, 8, 9, 5, 0, 3, 0, 9, 11, 9, 5, 7, 9, 10, 11, 11, 2, 0, 10, 1, 2, 1, 6, 4, 6, 1, 8)
|
||||
],
|
||||
"morph_arrays":[]
|
||||
}
|
||||
[ext_resource type="Material" path="res://player/model/playerobot.tres" id="1_r3bjq"]
|
||||
|
||||
[resource]
|
||||
resource_name = "player_Sphere_016"
|
||||
_surfaces = [{
|
||||
"aabb": AABB(-0.207928, 1.21409, -0.14545, 0.415856, 0.226569, 0.223374),
|
||||
"attribute_data": PackedByteArray(63, 121, ..., 117, 63),
|
||||
"bone_aabbs": [AABB(0, 0, 0, -1, -1, -1), ..., AABB(-0.207928, 1.21409, -0.14545, 0.134291, 0.226569, 0.223374)],
|
||||
"format": 7191,
|
||||
"index_count": 1224,
|
||||
"index_data": PackedByteArray(30, 0, ..., 150, 4),
|
||||
"lods": [0.0382013, PackedByteArray(33, 1, ..., 150, 4)],
|
||||
"material": ExtResource("1_r3bjq"),
|
||||
"name": "playerobot",
|
||||
"primitive": 3,
|
||||
"skin_data": PackedByteArray(15, 0, ..., 0, 0),
|
||||
"vertex_count": 1250,
|
||||
"vertex_data": PackedByteArray(196, 169, ..., 11, 38)
|
||||
}]
|
||||
blend_shape_mode = 0
|
||||
|
||||
.. _doc_tscn_animation:
|
||||
|
||||
Animation
|
||||
~~~~~~~~~
|
||||
|
||||
An animation resource consists of tracks. Besides, it has ``length``, ``loop``
|
||||
and ``step`` applied to all the tracks.
|
||||
Each animation has the following properties:
|
||||
|
||||
1. ``length`` and ``step`` are both durations in seconds.
|
||||
- ``length``: The animation's length in seconds. Note that keyframes may be
|
||||
placed outside the ``[0; length]`` interval, but they may have no effect
|
||||
depending on the interpolation mode chosen.
|
||||
- ``loop_mode``: ``0`` = no looping, ``1`` = wrap-around looping, ``2`` =
|
||||
clamped looping.
|
||||
- ``step``: The step size to use when editing this animation in the editor.
|
||||
This is only used in the editor; it doesn't affect animation playback in any way.
|
||||
|
||||
Each track is described by a list of key-value pairs in the format
|
||||
``tracks/Id/Attribute``. Each track includes:
|
||||
``tracks/<id>/<attribute>``. Each track includes:
|
||||
|
||||
- ``type``
|
||||
- ``path``
|
||||
- ``interp``
|
||||
- ``keys``
|
||||
- ``loop_wrap``
|
||||
- ``imported``
|
||||
- ``enabled``
|
||||
- ``type``: The track's type. This defines what kind of properties may be
|
||||
animated by this track, and how it'll be exposed to the user in the editor.
|
||||
Valid types are ``value`` (generic property track), ``position_3d``,
|
||||
``rotation_3d``, ``scale_3d``, ``blend_shape`` (optimized 3D animation
|
||||
tracks), ``method`` (method call tracks), ``bezier`` (Bezier curve tracks),
|
||||
``audio`` (audio playback tracks), ``animation`` (tracks that play other
|
||||
animations).
|
||||
- ``imported``: ``true`` if the track was created from an imported 3D scene,
|
||||
``false`` if it was manually created by the user in the Godot editor or using
|
||||
a script.
|
||||
- ``enabled``: ``true`` if the track is effective, ``false`` if it was disabled
|
||||
in the editor.
|
||||
- ``path``: Path to the node property that will be affected by the track. The
|
||||
property is written after the node path with a ``:`` separator.
|
||||
- ``interp``: The interpolation mode to use. ``0`` = nearest, ``1`` = linear,
|
||||
``2`` = cubic, ``3`` = linear angle, ``4`` = cubic angle.
|
||||
- ``loop_wrap``: ``true`` if the track is designed to wrap around when the
|
||||
animation is looping, ``false`` if the track clamps to the first/last
|
||||
keyframes.
|
||||
- ``keys``: The animation track's values. This attribute's structure depends on the ``type``.
|
||||
|
||||
1. The ``type`` must be the first attribute of each track.
|
||||
The value of ``type`` can be:
|
||||
|
||||
- ``transform``
|
||||
- ``value``
|
||||
- ``method``
|
||||
|
||||
2. The ``path`` has the format ``NodePath(Path/To/Node:attribute)``.
|
||||
It's the path to the animated node or attribute, relative to the root node
|
||||
defined in the AnimationPlayer.
|
||||
|
||||
3. The ``interp`` is the method to interpolate frames from the keyframes.
|
||||
It is an enum variable with one of the following values:
|
||||
|
||||
- ``0`` (constant)
|
||||
- ``1`` (linear)
|
||||
- ``2`` (cubic)
|
||||
|
||||
4. The ``keys`` correspond to the keyframes. It appears as a ``PackedFloat32Array()``,
|
||||
but may have a different structure for tracks with different types.
|
||||
|
||||
- A Transform track uses every 12 real numbers in the ``keys`` to describe
|
||||
a keyframe. The first number is the timestamp. The second number is the
|
||||
transition followed by a 3-number translation vector, followed by a
|
||||
4-number rotation quaternion (X, Y, Z, W) and finally a 3-number
|
||||
scale vector. The default transition in a Transform track is 1.0.
|
||||
Here is a scene containing an AnimationPlayer that scales down a cube over time
|
||||
using a generic property track. The AnimationLibrary workflow was not used, so
|
||||
the animation library has an empty name (but the animation is still given a
|
||||
``scale_down`` name). Note that the ``RESET`` track was not created in this
|
||||
AnimationPlayer for brevity:
|
||||
|
||||
::
|
||||
|
||||
[sub_resource type="Animation" id=2]
|
||||
[gd_scene load_steps=4 format=3 uid="uid://cdyt3nktp6y6"]
|
||||
|
||||
length = 4.95833
|
||||
loop = false
|
||||
step = 0.1
|
||||
tracks/0/type = "transform"
|
||||
tracks/0/path = NodePath("Armature001")
|
||||
[sub_resource type="Animation" id="Animation_r2qdp"]
|
||||
resource_name = "scale_down"
|
||||
length = 1.5
|
||||
loop_mode = 2
|
||||
step = 0.05
|
||||
tracks/0/type = "value"
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/path = NodePath("Box:scale")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/imported = true
|
||||
tracks/0/keys = {
|
||||
"times": PackedFloat32Array(0, 1),
|
||||
"transitions": PackedFloat32Array(1, 1),
|
||||
"update": 0,
|
||||
"values": [Vector3(1, 1, 1), Vector3(0, 0, 0)]
|
||||
}
|
||||
|
||||
[sub_resource type="AnimationLibrary" id="AnimationLibrary_4qx36"]
|
||||
_data = {
|
||||
"scale_down": SubResource("Animation_r2qdp")
|
||||
}
|
||||
|
||||
[sub_resource type="BoxMesh" id="BoxMesh_u688r"]
|
||||
|
||||
[node name="Node3D" type="Node3D"]
|
||||
|
||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
|
||||
autoplay = "scale_down"
|
||||
libraries = {
|
||||
"": SubResource("AnimationLibrary_4qx36")
|
||||
}
|
||||
|
||||
[node name="Box" type="MeshInstance3D" parent="."]
|
||||
mesh = SubResource("BoxMesh_u688r")
|
||||
|
||||
For generic property ``value`` tracks, ``keys`` is a dictionary containing 3
|
||||
arrays with positions in ``times`` (PackedFloat32Array), easing values in
|
||||
``transitions`` (PackedFloat32Array) and values in ``values`` (Array). There is
|
||||
an additional ``update`` property, which is an integer with the values ``0`` =
|
||||
continuous, ``1`` = discrete, ``2`` = capture.
|
||||
|
||||
Here is a second Animation resource that makes use of the 3D Position and 3D
|
||||
Rotation tracks. These tracks (in addition to the 3D Scale track) replace
|
||||
Transform tracks from Godot 3. They are optimized for fast playback and can
|
||||
optionally be compressed.
|
||||
|
||||
The downside of these optimized track types is that they can't use custom easing
|
||||
values. Instead, all keyframes use linear interpolation. That said, you can
|
||||
still opt for using nearest or cubic interpolation for all keyframes in a given
|
||||
track by changing the track's interpolation mode.
|
||||
|
||||
::
|
||||
|
||||
[sub_resource type="Animation" id="Animation_r2qdp"]
|
||||
resource_name = "move_and_rotate"
|
||||
length = 1.5
|
||||
loop_mode = 2
|
||||
step = 0.05
|
||||
tracks/0/type = "position_3d"
|
||||
tracks/0/imported = false
|
||||
tracks/0/enabled = true
|
||||
tracks/0/keys = PackedFloat32Array( 0, 1, -0.0358698, -0.829927, 0.444204, 0, 0, 0, 1, 0.815074, 0.815074, 0.815074, 4.95833, 1, -0.0358698, -0.829927, 0.444204, 0, 0, 0, 1, 0.815074, 0.815074, 0.815074 )
|
||||
tracks/1/type = "transform"
|
||||
tracks/1/path = NodePath("Armature001/Skeleton:Bone.001")
|
||||
tracks/0/path = NodePath("Box")
|
||||
tracks/0/interp = 1
|
||||
tracks/0/loop_wrap = true
|
||||
tracks/0/keys = PackedFloat32Array(0, 1, 0, 0, 0, 1.5, 1, 1.5, 1, 0)
|
||||
tracks/1/type = "rotation_3d"
|
||||
tracks/1/imported = false
|
||||
tracks/1/enabled = true
|
||||
tracks/1/path = NodePath("Box")
|
||||
tracks/1/interp = 1
|
||||
tracks/1/loop_wrap = true
|
||||
tracks/1/imported = true
|
||||
tracks/1/enabled = false
|
||||
tracks/1/keys = PackedFloat32Array( 0, 1, 0, 5.96046e-08, 0, 0, 0, 0, 1, 1, 1, 1, 4.95833, 1, 0, 5.96046e-08, 0, 0, 0, 0, 1, 1, 1, 1 )
|
||||
tracks/1/keys = PackedFloat32Array(0, 1, 0.211, -0.047, 0.211, 0.953, 1.5, 1, 0.005, 0.976, -0.216, 0.022)
|
||||
|
||||
For 3D position, rotation and scale tracks, ``keys`` is a PackedFloat32Array
|
||||
with all values stored in a sequence.
|
||||
|
||||
In the visual guide below, ``T`` is the keyframe's time in seconds since the
|
||||
start of the animation, ``E`` is the keyframe's transition (currently always
|
||||
``1``). For 3D position and scale tracks, ``X``, ``Y``, ``Z`` are the Vector3's
|
||||
coordinates. For 3D rotation tracks, ``X``, ``Y``, ``Z`` and ``W`` are the
|
||||
Quaternion's coordinates.
|
||||
|
||||
::
|
||||
|
||||
# For 3D position and scale, which use Vector3:
|
||||
tracks/<id>/keys = PackedFloat32Array(T, E, X, Y, Z, T, E, X, Y, Z, ...)
|
||||
|
||||
# For 3D rotation, which use Quaternion:
|
||||
tracks/<id>/keys = PackedFloat32Array(T, E, X, Y, Z, W, T, E, X, Y, Z, W, ...)
|
||||
|
||||
Reference in New Issue
Block a user