AnimationNodeBlendSpace2D
Inherits: AnimationRootNode < AnimationNode < Resource < RefCounted < Object
A set of AnimationRootNodes placed on 2D coordinates, crossfading between the three adjacent ones. Used by AnimationTree.
Description
A resource used by AnimationNodeBlendTree.
AnimationNodeBlendSpace2D represents a virtual 2D space on which AnimationRootNodes are placed. Outputs the linear blend of the three adjacent animations using a Vector2 weight. Adjacent in this context means the three AnimationRootNodes making up the triangle that contains the current value.
You can add vertices to the blend space with add_blend_point() and automatically triangulate it by setting auto_triangles to true. Otherwise, use add_triangle() and remove_triangle() to triangulate the blend space by hand.
Tutorials
Using AnimationTree
Properties
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Methods
void |
add_blend_point(node: AnimationRootNode, pos: Vector2, at_index: int = -1, name: StringName = &””) |
void |
add_triangle(x: int, y: int, z: int, at_index: int = -1) |
find_blend_point_by_name(name: StringName) const |
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get_blend_point_count() const |
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get_blend_point_name(point: int) const |
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get_blend_point_node(point: int) const |
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get_blend_point_position(point: int) const |
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get_triangle_count() const |
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get_triangle_point(triangle: int, point: int) |
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void |
remove_blend_point(point: int) |
void |
remove_triangle(triangle: int) |
void |
reorder_blend_point(from_index: int, to_index: int) |
void |
set_blend_point_name(point: int, name: StringName) |
void |
set_blend_point_node(point: int, node: AnimationRootNode) |
void |
set_blend_point_position(point: int, pos: Vector2) |
Signals
triangles_updated() 🔗
Emitted every time the blend space’s triangles are created, removed, or when one of their vertices changes position.
Enumerations
enum BlendMode: 🔗
BlendMode BLEND_MODE_INTERPOLATED = 0
The interpolation between animations is linear.
BlendMode BLEND_MODE_DISCRETE = 1
The blend space plays the animation of the animation node which blending position is closest to. Useful for frame-by-frame 2D animations.
BlendMode BLEND_MODE_DISCRETE_CARRY = 2
Similar to BLEND_MODE_DISCRETE, but starts the new animation at the last animation’s playback position.
enum SyncMode: 🔗
SyncMode SYNC_MODE_NONE = 0
Inactive animations are frozen and do not advance.
SyncMode SYNC_MODE_INDEPENDENT = 1
Inactive animations advance with a weight of 0. This is equivalent to the previous sync = true behavior.
SyncMode SYNC_MODE_CYCLIC_MUTABLE = 2
All animations are time-scaled so they stay in sync, with the cycle length dynamically computed from active blend weights. This is self-normalizing: a solo animation plays at normal speed.
Note: If you apply AnimationNodeTimeSeek to the result when handling animations of different lengths, synchronization will be broken. In such cases, it is recommended to use AnimationNodeAnimation.use_custom_timeline to align the animation lengths.
SyncMode SYNC_MODE_CYCLIC_CONSTANT = 3
All animations are time-scaled so they complete one cycle in cyclic_length seconds, keeping them in sync regardless of their individual lengths.
Note: If you apply AnimationNodeTimeSeek to the result when handling animations of different lengths, synchronization will be broken. In such cases, it is recommended to use AnimationNodeAnimation.use_custom_timeline to align the animation lengths.
Property Descriptions
If true, the blend space is triangulated automatically. The mesh updates every time you add or remove points with add_blend_point() and remove_blend_point().
Controls the interpolation between animations.
The cycle length in seconds used by SYNC_MODE_CYCLIC_CONSTANT. All animations are time-scaled so they complete one full cycle in this duration. Must be greater than 0 for cyclic sync to take effect.
Vector2 max_space = Vector2(1, 1) 🔗
The blend space’s X and Y axes’ upper limit for the points’ position. See add_blend_point().
Vector2 min_space = Vector2(-1, -1) 🔗
The blend space’s X and Y axes’ lower limit for the points’ position. See add_blend_point().
Vector2 snap = Vector2(0.1, 0.1) 🔗
Position increment to snap to when moving a point.
Deprecated: Use sync_mode instead.
If true, sync mode is enabled (equivalent to SYNC_MODE_INDEPENDENT). This property is kept for backward compatibility.
Controls how animations are synced when blended. See SyncMode for available options.
Name of the blend space’s X axis.
Name of the blend space’s Y axis.
Method Descriptions
void add_blend_point(node: AnimationRootNode, pos: Vector2, at_index: int = -1, name: StringName = &””) 🔗
Adds a new point with name that represents a node at the position set by pos. You can insert it at a specific index using the at_index argument. If you use the default value for at_index, the point is inserted at the end of the blend points array.
Note: If no name is provided, safe index is used as reference. In the future, empty names will be deprecated, so explicitly passing a name is recommended.
void add_triangle(x: int, y: int, z: int, at_index: int = -1) 🔗
Creates a new triangle using three points x, y, and z. Triangles can overlap. You can insert the triangle at a specific index using the at_index argument. If you use the default value for at_index, the point is inserted at the end of the blend points array.
int find_blend_point_by_name(name: StringName) const 🔗
Returns the index of the blend point with the given name. Returns -1 if no blend point with that name is found.
int get_blend_point_count() const 🔗
Returns the number of points in the blend space.
StringName get_blend_point_name(point: int) const 🔗
Returns the name of the blend point at index point.
AnimationRootNode get_blend_point_node(point: int) const 🔗
Returns the AnimationRootNode referenced by the point at index point.
Vector2 get_blend_point_position(point: int) const 🔗
Returns the position of the point at index point.
int get_triangle_count() const 🔗
Returns the number of triangles in the blend space.
int get_triangle_point(triangle: int, point: int) 🔗
Returns the position of the point at index point in the triangle of index triangle.
void remove_blend_point(point: int) 🔗
Removes the point at index point from the blend space.
void remove_triangle(triangle: int) 🔗
Removes the triangle at index triangle from the blend space.
void reorder_blend_point(from_index: int, to_index: int) 🔗
Swaps the blend points at indices from_index and to_index, exchanging their positions and properties.
void set_blend_point_name(point: int, name: StringName) 🔗
Sets the name of the blend point at index point. If the name conflicts with an existing point, a unique name will be generated automatically.
void set_blend_point_node(point: int, node: AnimationRootNode) 🔗
Changes the AnimationNode referenced by the point at index point.
void set_blend_point_position(point: int, pos: Vector2) 🔗
Updates the position of the point at index point in the blend space.