Edit animation intro page

Improving phrasing, addressing some typos, adding italics for references to the editor labels.
This commit is contained in:
Nathan Lovato
2020-12-22 07:00:09 -06:00
committed by GitHub
parent 76fbc3aeef
commit bf5ee98c6d

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@@ -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."