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Godot 4 Game Development Cookbook

You're reading from   Godot 4 Game Development Cookbook Over 50 solid recipes for building high-quality 2D and 3D games with improved performance

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Product type Paperback
Published in Jun 2023
Publisher Packt
ISBN-13 9781838826079
Length 258 pages
Edition 1st Edition
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Author (1):
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Jeff Johnson Jeff Johnson
Author Profile Icon Jeff Johnson
Jeff Johnson
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Toc

Table of Contents (13) Chapters Close

Preface 1. Chapter 1: Exploring the Godot 4 Editor 2. Chapter 2: Transitioning to GDScript 2.0 FREE CHAPTER 3. Chapter 3: 2D and 3D Rendering with Vulkan 4. Chapter 4: Practicing Physics and Handling Navigation in Godot 4 5. Chapter 5: Playing with Shaders in Godot 4 6. Chapter 6: Importing 3D Assets in Godot 4 7. Chapter 7: Adding Sound and Music to Your Game 8. Chapter 8: Making 2D Games Easier with TileSet and TileMap 9. Chapter 9: Achieving Better Animations Using the New Animation Editor 10. Chapter 10: Exploring New Multiplayer Features in Godot 4 11. Index 12. Other Books You May Enjoy

Achieving Better Animations Using the New Animation Editor

In this chapter, we are going to create a 3D cube, and in the animation player, we will use the new 3D Position, 3D Rotation, and 3D Scale tracks on the cube. We will create an animation with the improved Bezier curve to spin a cube one way and then the other way at the end of the animation. In Godot 4, we can use Euler, Quaternion, and Basis on rotation in animations. We are going to create an animation that has a rotation animation on the x, y, and z axes.

We will change the rotation order of the Euler rotations to see the effect of the MeshInstance3D node we rotated. With animations, Godot 4 removed the dependency on bone rests. Now, skeletons only have a final pose for each bone. One of the results of this change is that we can use animations across different models with similar skeletons.

We will download a model with a walking animation and use that animation on a model without animations that we downloaded as...

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