To achieve smooth transitions between animations in Godot using Spine, you can follow these steps:
Set Up Spine in Godot:
- Ensure you have the Spine Professional license to export your animations.
- Import your Spine animations into Godot using the Spine-Godot runtime. You can follow the Spine-Godot tutorial for detailed steps.
Play Animations:
- Use the
Spine
node in Godot to load and play your animations. You can set the initial animation (e.g., car staying still) using the set_animation
method.
Smooth Transition Between Animations:
- To transition smoothly between animations, you can use the
AnimationState
to crossfade between them. This involves setting the mix duration between the two animations.
- Here is an example of how you can set up the transition in GDScript:
extends Node2D
onready var spine_car = $SpineCar
func _ready():
# Set the initial animation
spine_car.animation_state.set_animation(0, "car_still", true)
func _on_next_scene_selected():
# Set the mix duration for smooth transition
spine_car.animation_state.data.set_mix("car_still", "car_driving", 0.5)
# Play the driving animation
spine_car.animation_state.set_animation(0, "car_driving", true)
- Full-Screen Animation:
- To display the animation full screen, you can adjust the position and scale of the
Spine
node to fit the screen dimensions. You can use the following code to achieve this:
func _ready():
# Set the initial animation
spine_car.animation_state.set_animation(0, "car_still", true)
# Adjust the position and scale to fit the screen
var screen_size = get_viewport().size
spine_car.position = screen_size / 2
spine_car.scale = Vector2(screen_size.x / spine_car.get_width(), screen_size.y / spine_car.get_height())
By following these steps, you can play and smoothly transition between animations in Godot using Spine. Make sure to adjust the mix duration and animation names according to your specific animations.