mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-08 10:10:54 +03:00
Edit animation intro page
Improving phrasing, addressing some typos, adding italics for references to the editor labels.
This commit is contained in:
@@ -84,9 +84,9 @@ at various points, and change their timing.
|
||||
The timeline in the animation panel
|
||||
|
||||
Each line in the Animation Panel is an animation track that references a
|
||||
Normal or Transform property of a node. The track's name or id is a path to
|
||||
the node and its affected property. For example, the position track
|
||||
in the illustration refers to to the Position Transform of the Sprite
|
||||
Normal or Transform property of a node. Each track stores a path to
|
||||
a node and its affected property. For example, the position track
|
||||
in the illustration refers to to the ``position`` property of the Sprite
|
||||
node.
|
||||
|
||||
.. figure:: img/animation_normal_track.png
|
||||
@@ -96,8 +96,8 @@ node.
|
||||
|
||||
.. tip::
|
||||
|
||||
If you animate the wrong property, you can edit a track's path at any time;
|
||||
just double click on it and type the new path. Play the animation using the
|
||||
If you animate the wrong property, you can edit a track's path at any time
|
||||
by double-clicking on it and typing the new path. Play the animation using the
|
||||
"Play from beginning" button |Play from beginning| (or pressing
|
||||
:kbd:`Shift + D` on keyboard) to see the changes instantly.
|
||||
|
||||
@@ -126,7 +126,7 @@ click Texture in the Inspector, and then click Load. Select the default Godot
|
||||
icon for the sprite's texture.
|
||||
|
||||
Select the AnimationPlayer node and click the "Animation" button in the
|
||||
animation editor. From the list select "New" (|Add Animation|) to add a new
|
||||
animation editor. From the list, select "New" (|Add Animation|) to add a new
|
||||
animation. Enter a name for the animation in the dialog box.
|
||||
|
||||
.. figure:: img/animation_create_new_animation.png
|
||||
@@ -147,11 +147,11 @@ toolbar:
|
||||
|
||||
These switches and buttons allow you to add keyframes for the selected
|
||||
node's location, rotation, and scale. Since we are only animating the sprite's
|
||||
position, make sure that only the location switch is selected. (The selected
|
||||
switches are blue.)
|
||||
position, make sure that only the location switch is selected. The selected
|
||||
switches are blue.
|
||||
|
||||
Click on the key button to create the first keyframe. Since we don't have a
|
||||
track set up for the Transform/Position property yet, Godot will offer to
|
||||
track set up for the Position property yet, Godot will offer to
|
||||
create it for us. Click **Create**.
|
||||
|
||||
Godot will create a new track and insert our first keyframe at the beginning of
|
||||
@@ -165,11 +165,10 @@ the timeline:
|
||||
The second keyframe
|
||||
~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Now we need to set the our sprite's end location and how long it will take for
|
||||
it to get there.
|
||||
We need to set our sprite's end location and how long it will take for it to get there.
|
||||
|
||||
Let's say we want it to take two seconds to move between the points. By
|
||||
default the animation is set to last only one second, so change the animation
|
||||
default, the animation is set to last only one second, so change the animation
|
||||
length to 2 in the controls on the right side of the animation panel's timeline
|
||||
header.
|
||||
|
||||
@@ -178,8 +177,8 @@ header.
|
||||
|
||||
Animation length
|
||||
|
||||
Now move the sprite right, to its final position. You can use the Move tool in the
|
||||
editor or set the Transform/Position/X value in the Inspector.
|
||||
Now, move the sprite right, to its final position. You can use the *Move tool* in the
|
||||
toolbar or set the *Position*'s X value in the *Inspector*.
|
||||
|
||||
Click on the timeline header near the two-second mark in the animation panel
|
||||
and then click the key button in the toolbar to create the second keyframe.
|
||||
@@ -280,13 +279,13 @@ loop:
|
||||
Keyframes for other properties
|
||||
------------------------------
|
||||
|
||||
Godot animation isn't restricted to transformation properties. You can create a
|
||||
track and set keyframes to animate any property.
|
||||
Godot's animation system isn't restricted to position, rotation, and scale.
|
||||
You can animate any property.
|
||||
|
||||
If you select your sprite while the animation panel is visible, Godot will
|
||||
display a small keyframe button in the Inspector for each the sprite's
|
||||
properties. Click on one of these buttons and Godot will automatically add a
|
||||
track and keyframe to the current animation.
|
||||
display a small keyframe button in the *Inspector* for each of the sprite's
|
||||
properties. Click on one of these buttons to add a track and keyframe to
|
||||
the current animation.
|
||||
|
||||
.. figure:: img/animation_properties_keyframe.png
|
||||
:alt: Keyframes for other properties
|
||||
@@ -296,9 +295,8 @@ track and keyframe to the current animation.
|
||||
Edit keyframes
|
||||
--------------
|
||||
|
||||
For advanced use you can click on a keyframe in the time line to display
|
||||
the keyframe editor in the Inspector. You can us this editor to directly edit
|
||||
the keyframe's values.
|
||||
You can click on a keyframe in the animation timeline to display and
|
||||
edit its value in the *Inspector*.
|
||||
|
||||
.. figure:: img/animation_keyframe_editor_key.png
|
||||
:alt: Keyframe editor editing a key
|
||||
@@ -306,7 +304,7 @@ the keyframe's values.
|
||||
Keyframe editor editing a key
|
||||
|
||||
You can also edit the easing value for a keyframe here by clicking and dragging
|
||||
its easing setting. This tells Godot how to change the property values when it
|
||||
its easing curve. This tells Godot how to interpolate the animated property when it
|
||||
reaches this keyframe.
|
||||
|
||||
You can tweak your animations this way until the movement "looks right."
|
||||
|
||||
Reference in New Issue
Block a user