In this video, we’ll design the pickup’s animations.
In Godot, handmade animations directly update the properties of your nodes.
If you have a position track that targets a position
property of the .
The animation is not relative to some default pose, unlike in some dedicated animation programs.
If you create an animation that changes a character’s position, and then move the character in your scene, the character will jump back to the place saved in your animation tracks as soon as the
starts.This is why we always take great care to animate the child sprites of a scene, rather than the root node.
That way, the animation becomes relative to the root node. This allows you to move your scene instance around.
Because the
actually changes the real values, if you play an animation in the editor, and then save a scene, the animation’s value will be saved as default! This is not what you want.This is where Godot’s RESET
animation comes in
handy.
Godot generates a zero-length animation named RESET
for
you. This animation saves the first keyframe you create for each node
and property track.
You can use it in the editor and from code to reset your scene to its starting state.
When the animation panel is open, a couple of icons appear in the toolbar above the viewport.
You can use these to quickly key the position, rotation, and scale of selected nodes.
The three icons on the left are toggle buttons.
When they are pressed, clicking the key icon inserts a keyframe for each pressed
button.
Finally, the record button on
the right tells Godot to automatically insert keyframes when moving,
rotating, and scaling nodes.