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519 lines
21 KiB
ReStructuredText
.. _doc_tscn_file_format:
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TSCN file format
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================
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The TSCN (text scene) file format represents a single scene tree inside
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Godot. Unlike binary SCN files, TSCN files have the advantage of being mostly
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human-readable and easy for version control systems to manage.
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The ESCN (exported scene) file format is identical to the TSCN file format, but
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is used to indicate to Godot that the file has been exported from another
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program and should not be edited by the user from within Godot.
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Unlike SCN and TSCN files, during import, ESCN files are compiled to binary
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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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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=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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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> 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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- ``sub_resource``
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- ``node``
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- ``connection``
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Below every heading comes zero or more ``key = value`` pairs. The
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values can be complex datatypes such as Arrays, Transforms, Colors, and
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so on. For example, a Node3D looks like:
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::
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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 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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- ``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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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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the path should be ``"."``. Here is an example scene tree
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(but without any node content):
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::
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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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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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[gd_scene load_steps=4 format=3 uid="uid://cecaux1sm7mo0"]
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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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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_k54se"]
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albedo_color = Color(1, 0.639216, 0.309804, 1)
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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 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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[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. 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="Armature01"]
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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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- ``position``: Vector3
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- ``rotation``: Quaternion
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- ``scale``: Vector3
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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="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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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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An example of a :ref:`class_Marker3D` node parented to a bone in Skeleton:
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::
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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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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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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
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``<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
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libraries.
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Resources
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---------
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Resources are components that make up the nodes. For example, a MeshInstance3D
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node will have an accompanying ArrayMesh resource. The ArrayMesh resource
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may be either internal or external to the TSCN file.
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References to the resources are handled by unique string-based IDs in the
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resource's heading. This is different from the ``uid`` property, which each
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external resource also has (but subresources don't).
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External resources and internal resources are referred to with
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``ExtResource("id")`` and ``SubResource("id")``, respectively. Because there
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have different methods to refer to internal and external resources, you can have
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the same ID for both an internal and external resource.
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For example, to refer to the resource
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``[ext_resource type="Material" uid="uid://c4cp0al3ljsjv" path="res://material.tres" id="1_7bt6s"]``,
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you would use ``ExtResource("1_7bt6s")``.
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External resources
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~~~~~~~~~~~~~~~~~~
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External resources are links to resources not contained within the TSCN file
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itself. An external resource consists of a path, a type, an UID (used to map its
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filesystem location to an unique identifier) and an ID (used to refer to the
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resource in the scene file).
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Godot always generates absolute paths relative to the resource directory and
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thus prefixed with ``res://``, but paths relative to the TSCN file's location
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are also valid.
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Some example external resources are:
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::
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[ext_resource type="Texture2D" uid="uid://ccbm14ebjmpy1" path="res://gradient.tres" id="2_eorut"]
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[ext_resource type="Material" uid="uid://c4cp0al3ljsjv" path="material.tres" id="1_7bt6s"]
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Like TSCN files, a TRES file may contain single-line comments starting with a
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semicolon (``;``). However, comments will be discarded when saving the resource
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using the Godot editor.
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Whitespace within a TRES 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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Internal resources
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~~~~~~~~~~~~~~~~~~
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A TSCN file can contain meshes, materials and other data. These are contained in
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the *internal resources* section of the file. The heading for an internal
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resource looks similar to those of external resources, except that it doesn't
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have a path. Internal resources also have ``key=value`` pairs under each
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heading. For example, a capsule collision shape looks like:
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::
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_fdxgg"]
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radius = 1.0
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height = 3.0
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Some internal resources contain links to other internal resources (such as a
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mesh having a material). In this case, the referring resource must appear
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*before* the reference to it. This means that order matters in the file's
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internal resources section.
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ArrayMesh
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~~~~~~~~~
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An ArrayMesh consists of several surfaces contained in the ``_surfaces`` array
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(notice the leading underscore). Each surface's data is stored in a dictionary
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with the following keys:
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- ``aabb``: The computed axis-aligned bounding box for visibility.
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``Mesh.PrimitiveType`` Godot enum. ``0`` = points, ``1`` = lines, ``2`` = line
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strip, ``3`` = triangles (most common), ``4`` = triangle strip.
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- ``attribute_data``: Vertex attribute data, such as normals, tangents, vertex
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colors, UV1, UV2 and custom vertex data.
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- ``bone_aabbs``: The axis-aligned bounding box of each bone for visibility.
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- ``format``: The surface's buffer format.
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- ``index_count``: The number of indices in the surface. This must match
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``index_data``'s size.
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- ``index_data``: The index data, which determines which vertices from
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``vertex_data`` are drawn.
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- ``lods``: Level of detail variations, stored as an array. Each LOD level
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represents two values in the array. The first value is the percentage of
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screen space the LOD level is most suited for (edge length); the second value
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is the list of indices that should be drawn for the given LOD level.
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- ``material``: The material used when drawing the surface.
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- ``name``: The surface's name. This can be used in scripts and is imported from
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3D DCCs.
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- ``primitive``: The surface's primitive type, matching the
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- ``skin_data``: Bone weight data.
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- ``vertex_count``: Number of vertices in the surface. This must match ``vertex_data``'s size.
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- ``vertex_data``: The vertex position data.
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Here's an example of an ArrayMesh saved to its own ``.tres`` file. Some fields were shortened with ``...`` for brevity:
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::
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[gd_resource type="ArrayMesh" load_steps=2 format=3 uid="uid://dww8o7hsqrhx5"]
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[ext_resource type="Material" path="res://player/model/playerobot.tres" id="1_r3bjq"]
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[resource]
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resource_name = "player_Sphere_016"
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_surfaces = [{
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"aabb": AABB(-0.207928, 1.21409, -0.14545, 0.415856, 0.226569, 0.223374),
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"attribute_data": PackedByteArray(63, 121, ..., 117, 63),
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"bone_aabbs": [AABB(0, 0, 0, -1, -1, -1), ..., AABB(-0.207928, 1.21409, -0.14545, 0.134291, 0.226569, 0.223374)],
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"format": 7191,
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"index_count": 1224,
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"index_data": PackedByteArray(30, 0, ..., 150, 4),
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"lods": [0.0382013, PackedByteArray(33, 1, ..., 150, 4)],
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"material": ExtResource("1_r3bjq"),
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"name": "playerobot",
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"primitive": 3,
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"skin_data": PackedByteArray(15, 0, ..., 0, 0),
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"vertex_count": 1250,
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"vertex_data": PackedByteArray(196, 169, ..., 11, 38)
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}]
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blend_shape_mode = 0
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.. _doc_tscn_animation:
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Animation
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~~~~~~~~~
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Each animation has the following properties:
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- ``length``: The animation's length in seconds. Note that keyframes may be
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placed outside the ``[0; length]`` interval, but they may have no effect
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depending on the interpolation mode chosen.
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- ``loop_mode``: ``0`` = no looping, ``1`` = wrap-around looping, ``2`` =
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clamped looping.
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- ``step``: The step size to use when editing this animation in the editor.
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This is only used in the editor; it doesn't affect animation playback in any way.
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Each track is described by a list of key-value pairs in the format
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``tracks/<id>/<attribute>``. Each track includes:
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- ``type``: The track's type. This defines what kind of properties may be
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animated by this track, and how it'll be exposed to the user in the editor.
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Valid types are ``value`` (generic property track), ``position_3d``,
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``rotation_3d``, ``scale_3d``, ``blend_shape`` (optimized 3D animation
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tracks), ``method`` (method call tracks), ``bezier`` (Bezier curve tracks),
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``audio`` (audio playback tracks), ``animation`` (tracks that play other
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animations).
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- ``imported``: ``true`` if the track was created from an imported 3D scene,
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``false`` if it was manually created by the user in the Godot editor or using
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a script.
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- ``enabled``: ``true`` if the track is effective, ``false`` if it was disabled
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in the editor.
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- ``path``: Path to the node property that will be affected by the track. The
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property is written after the node path with a ``:`` separator.
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- ``interp``: The interpolation mode to use. ``0`` = nearest, ``1`` = linear,
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``2`` = cubic, ``3`` = linear angle, ``4`` = cubic angle.
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- ``loop_wrap``: ``true`` if the track is designed to wrap around when the
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animation is looping, ``false`` if the track clamps to the first/last
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keyframes.
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- ``keys``: The animation track's values. This attribute's structure depends on the ``type``.
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Here is a scene containing an AnimationPlayer that scales down a cube over time
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using a generic property track. The AnimationLibrary workflow was not used, so
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the animation library has an empty name (but the animation is still given a
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``scale_down`` name). Note that the ``RESET`` track was not created in this
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AnimationPlayer for brevity:
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::
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[gd_scene load_steps=4 format=3 uid="uid://cdyt3nktp6y6"]
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[sub_resource type="Animation" id="Animation_r2qdp"]
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resource_name = "scale_down"
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length = 1.5
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loop_mode = 2
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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/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/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/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, ...)
|