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Copy file name to clipboardExpand all lines: tutorials/animation/introduction.rst
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@@ -391,3 +391,40 @@ is being animated in its previous positions in the animation.
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The three dots button next to the onion skinning button opens a dropdown
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menu that lets you adjust how it works, including the ability to use
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onion skinning for future frames.
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Animation Markers
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-----------------
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Animation markers can be used to play a specific part of an animation rather than
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the whole thing. Here is a use case example, there's an animation file that has a
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character doing two distinct actions, and the project requires the whole animation,
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as well as both actions individually. Instead of making two additional animations,
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markers can be placed on the timeline, and both actions can now be played
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individually.
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To add a marker to an animation right click the space above the timeline and select
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**Insert Marker...**.
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.. image:: img/animation_marker_click_area.webp
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All markers require a unique name within the animation. You can also set the color
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of the markers for improved organization.
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To play the part of the animation between two markers use the :ref:`play_section_with_markers()<class_AnimationPlayer_method_play_section_with_markers>`
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and :ref:`play_section_with_markers_backwards()<class_AnimationPlayer_method_play_section_with_markers_backwards>`
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methods. If no start marker is specified then the beginning of the animation is
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used, and if no end marker is specified, then the end of the animation is used.
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If the end marker is after the end of the animation then the ``AnimationPlayer`` will
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clamp the end of the section so it does not go past the end of the animation.
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To preview the animation between two markers use :kbd:`Shift+Click` to
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select the markers. When two are selected the space between them should be
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highlighted in red.
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.. image:: img/animation_marker_selected.webp
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Now all of the play animation buttons will act as if the selected
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area is the whole animation. **Play Animation from Start** will treat the first
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marker as the start of the animation, **Play Animation Backwards from End**
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will treat the second marker as the end, and so on.
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