77 lines
2.5 KiB
Markdown
77 lines
2.5 KiB
Markdown
# Godot Animation — Quick Reference
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Last verified: 2026-02-12 | Engine: Godot 4.6
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## What Changed Since ~4.3 (LLM Cutoff)
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### 4.6 Changes
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- **IK system fully restored**: Complete inverse kinematics for 3D skeletons
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- CCDIK, FABRIK, Jacobian IK, Spline IK, TwoBoneIK
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- Applied via `SkeletonModifier3D` nodes (not the old IK approach)
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- **Animation editor QoL**: Solo/hide/lock/delete for Bezier node groups; draggable timeline
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### 4.5 Changes
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- **BoneConstraint3D**: Bind bones to other bones with modifiers
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- `AimModifier3D`, `CopyTransformModifier3D`, `ConvertTransformModifier3D`
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### 4.3 Changes (in training data)
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- **AnimationMixer**: Base class for both AnimationPlayer and AnimationTree
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- `method_call_mode` → `callback_mode_method`
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- `playback_active` → `active`
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- `bone_pose_updated` signal → `skeleton_updated`
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- **`Skeleton3D.add_bone()`**: Now returns `int32` (was `void`)
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## Current API Patterns
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### AnimationPlayer (unchanged API, new base class)
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```gdscript
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@onready var anim_player: AnimationPlayer = %AnimationPlayer
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func play_attack() -> void:
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anim_player.play(&"attack")
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await anim_player.animation_finished
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```
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### IK Setup (4.6 — NEW)
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```gdscript
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# Add SkeletonModifier3D-based IK nodes as children of Skeleton3D
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# Available types:
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# - SkeletonModifier3D (base)
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# - TwoBoneIK (arms, legs)
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# - FABRIK (chains, tentacles)
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# - CCDIK (tails, spines)
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# - Jacobian IK (complex multi-joint)
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# - Spline IK (along curves)
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# Configure in editor or code:
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# 1. Add IK modifier node as child of Skeleton3D
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# 2. Set target bone and tip bone
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# 3. Add a Marker3D as the IK target
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# 4. IK solver runs automatically each frame
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```
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### BoneConstraint3D (4.5 — NEW)
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```gdscript
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# Add as child of Skeleton3D
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# Types:
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# - AimModifier3D: Point bone at target
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# - CopyTransformModifier3D: Mirror another bone's transform
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# - ConvertTransformModifier3D: Remap transform values
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```
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### AnimationTree (base class changed in 4.3)
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```gdscript
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# AnimationTree now extends AnimationMixer (not Node directly)
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# Use AnimationMixer properties:
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@onready var anim_tree: AnimationTree = %AnimationTree
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func _ready() -> void:
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anim_tree.active = true # NOT playback_active (deprecated 4.3)
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```
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## Common Mistakes
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- Using `playback_active` instead of `active` (deprecated since 4.3)
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- Using `bone_pose_updated` signal instead of `skeleton_updated` (renamed in 4.3)
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- Using old IK approach instead of SkeletonModifier3D system (restored in 4.6)
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- Not checking `is AnimationMixer` when type-checking animation nodes
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