![]() For example, if you have an animation that hides a sprite at the end (eg a death animation), the node will remain invisible when you play the next animation (eg a fly animation). Keep in mind what is the sequence of animations that will be played, and what is the status of your tracks left by the previous animation.Test your animation with the play button of the animation editor (and stop it with the stop button). The value will be updated on every frame in between. This is useful when we want properties to transition smoothly, for example when creating a fade-in animation, set the transparency of the sprite to 0 at the start of the animation, and 1 at the end. Continuous: in continuous mode, the value of the property is constantly being updated, with an interpolation between the 2 keyframes around the current time of the animation.This is useful for properties such as our Bat's frame, or properties with types of values that can't be interpolated, such as booleans (for example, the visibleproperty of a sprite remember, any property can be animated) When the time of the animation is in between 2 keyframes, nothing happens to the property. Discrete: a discrete track will set the value of each property when it reaches a keyframe on the timeline (as you would normally expect from an animation).These options are located on the bottom left of each track. Godot offers two options to customize the rythm of the animation: Discrete or Continuous. In this example, we put frame 1 at 0.25, and frame 2 at 0.7. We have 3 images on this sprite, so let's distribute the other frames of the bat as we want.Godot show a blue point in the animation editor to indicate that a keyframe was added. At Frame 0, and a timestep of 0, click on the key icon in the Inspector. Verify that you are on the Sprite node, and locate the Frame property. When you are editing an animation, a key icon will appear next to the value of each property in the Inspector panel for all your nodes. So let's add the first keyframe at second 0. We want the bat fly animation to be over one second and then loop indefinitely. ![]() We will indicate which image to use depending on the timestep of the animation.
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