diff --git a/tutorials/animation/img/animation_track.png b/tutorials/animation/img/animation_track.png index 66bcc9fe3..b745f59ce 100644 Binary files a/tutorials/animation/img/animation_track.png and b/tutorials/animation/img/animation_track.png differ diff --git a/tutorials/animation/introduction_2d.rst b/tutorials/animation/introduction_2d.rst index e8b2c9e79..f6a49af15 100644 --- a/tutorials/animation/introduction_2d.rst +++ b/tutorials/animation/introduction_2d.rst @@ -57,9 +57,6 @@ It consists of four parts: - The timeline and track controls, where you can zoom the timeline and edit tracks for example. -See the `animation panel reference <#animation-panel-reference>`__ below -for details. - Computer animation relies on keyframes -------------------------------------- @@ -169,21 +166,6 @@ the timeline: The sprite track -The track name consists of a Node Path, followed by a colon, followed by -a reference to its property, that we would like to modify. - -In our example, the path is ``AnimationPlayer/Sprite`` and the property -is ``position``. - -The path always starts at the AnimationPlayer node's parent (so paths -always have to include the AnimationPlayer node itself). - -.. note:: - - Don't worry if you change the names of nodes in the Scene Tree, that you - already have tracks for. Godot automatically updates the paths in the - tracks. - The second keyframe ~~~~~~~~~~~~~~~~~~~