Any drawbacks to animating movement/rotation as opposed to scripting?

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:bust_in_silhouette: Asked By independentCog
:warning: Old Version Published before Godot 3 was released.

In a lot of ways it seems that its far easier to add an animation node and just loop the movement/rotation of nonplayer objects like platforms, etc. Is their any drawback to doing this instead of scripting the objects to have this behavior?

Like for instance I cant set an object to rotate by creating AnimationPlayer node, making new animation in table, setting rot 0 to 0 in table than setting rot 360 to 1 in the table. How would you be able to control the angle or speed of the rotation with animations?

Or is something like that only possible with a combination of script and animation?

:bust_in_silhouette: Reply From: rgrams

Animations are not relative, rotation 0 is always rotation 0. That’s their main drawback, though you can often get around that by using nested nodes. Making an object constantly rotate sounds like a good use for animations though. You can control the speed of the animation through script or even another animation.

:bust_in_silhouette: Reply From: al123-system32

0 is on top.
A rotation is 2*Pi (Pi=3.141592653589793238…).
If you’re using a positive value, the rotation goes anticlockwise.
If you’re using a negative value, the rotation goes clockwise.
You can use Pi by typing “PI”.