In this course, you’ll learn how to modify the player object included as a sample.
It focuses on the basic operations of 2D bone-rigged characters.
As with the previous courses, this tutorial will use the same tutorial project from the initial lessons.
Please start by opening the project and getting ready.
6. The player character will now appear as a black stick figure.
7. Press the F5 key or click the button to test play.
You should see the stick figure character in motion.
8. To revert to the original appearance:
Go to File System > templates > objects > characters > P_01 > P_01_mat_000.png,
and repeat steps 4–5 to reapply the original texture.
Explanation
Node Overview
Node
Description
BoneAnimationRoot2D
A special node required by ACTION GAME MAKER to recognize 2D bone characters for effects like filters or motion trails. All Skeleton2D and Polygon2D nodes must be placed under this node.
Skeleton2D
A Godot node that defines 2D bones. Its transformations (position, rotation) affect the linked Polygon2D textures.
Polygon2D
(Mantle_down ~ Hand_R) These nodes define the visual parts of the character, using polygon meshes and UV mapping for skin display.
About Polygon2D and Textures
Each Polygon2D node uses a UV system to cut out parts of a shared image.
There are 47 pre-registered animations. Try playing different ones!
You’ll see the character move based on the white and yellow bones—these bone movements are controlled using the tracks shown below.
4. Let’s create a new animation.
Click the Animation dropdown at the top of the panel, then select New.
The arm should move smoothly from its default position to the new rotated position.
This movement is automatically interpolated between keyframes.
Just like posing an action figure—set the pose, insert a key, and it becomes animation!
Continue the Graphics Course here:
Additional Explanation
Animation Length & Looping
You can change animation length using the Clock icon in the top-right.
Next to it is the Loop setting:
Click once: Loop
Click twice: Ping-pong
Click three times: No loop
Using Your New Animation in Visual Scripts
To use your new animation in a visual script, you must register it with the GameObject node’s animation set.
Select the Player node in the Scene window.
Click the Auto-Register Animations button in the Inspector.
This tutorial covers only the most basic operations.
Godot’s AnimationPlayer is very powerful—it includes features like Inverse Kinematics (IK) and much more.