Container and player of [Animation] resources. An animation player is used for general purpose playback of [Animation] resources. It contains a dictionary of animations (referenced by name) and custom blend times between their transitions. Additionally, animations can be played and blended in different channels. Adds [code]animation[/code] to the player accessible with the key [code]name[/code]. Shifts position in the animation timeline. Delta is the time in seconds to shift. Returns the name of the next animation in the queue. Triggers the [code]anim_to[/code] animation when the [code]anim_from[/code] animation completes. [code]AnimationPlayer[/code] caches animated nodes. It may not notice if a node disappears, so clear_caches forces it to update the cache again. Clears all queued, unplayed animations. Returns the name of [code]animation[/code] or empty string if not found. Returns the [Animation] with key [code]name[/code] or [code]null[/code] if not found. Returns the list of stored animation names. Returns the name of the animation that will be automatically played when the scene is loaded. Get the blend time (in seconds) between two animations, referenced by their names. Returns the name of the animation being played. Get the length (in seconds) of the currently being played animation. Get the position (in seconds) of the currently playing animation. Returns the speed scaling ratio of the current animation channel. For instance, if this value is 1 then the animation plays at normal speed. If it's 0.5 then it plays at half speed. If it's 2 then it plays at double speed. Returns [code]true[/code] if the [code]AnimationPlayer[/code] stores an [Animation] with key [code]name[/code]. Returns [code]true[/code] if the player is active. Returns [code]true[/code] if playing an animation. Play the animation with key [code]name[/code]. Custom speed and blend times can be set. If custom speed is negative (-1), 'from_end' being true can play the animation backwards. Play the animation with key [code]name[/code] in reverse. Queue an animation for playback once the current one is done. Remove the animation with key [code]name[/code]. Rename an existing animation with key [code]name[/code] to [code]newname[/code]. Seek the animation to the [code]seconds[/code] point in time (in seconds). If [code]update[/code] is [code]true[/code], the animation updates too, otherwise it updates at process time. Sets the player as active (playing). If [code]true[/code], updates animations in response to process-related notifications. Default value: [code]true[/code]. Defines the name of the animation to play when the scene loads. Default value: [code]""[/code]. Specify a blend time (in seconds) between two animations, referenced by their names. Sets the name of the current animation. If already playing, restarts the animation. Ensure [member active] is [code]true[/code] to simulate [method play]. Default value: [code]""[/code]. Sets the speed scaling ratio in a given animation channel (or channel 0 if none is provided). Default value: [code]1[/code]. Stop the currently playing animation. If [code]reset[/code] is [code]true[/code], the anim position is reset to [code]0[/code]. The default time in which to blend animations. Ranges from 0 to 4096 with 0.01 precision. Default value: [code]0[/code]. The process notification in which to update animations. Default value: [enum ANIMATION_PROCESS_IDLE]. The node from which node path references will travel. Default value: [code]".."[/code]. If the currently being played animation changes, this signal will notify of such change. Notifies when an animation finished playing. Notifies when an animation starts playing. Process animation during the physics process. This is especially useful when animating physics bodies. Process animation during the idle process.