from the docs.
int transform_track_insert_key(track_idx: int, time: float, location: Vector3, rotation: Quat, scale: Vector3) Insert a transform key for a transform track.
int transform_track_insert_key(track_idx: int, time: float, location: Vector3, rotation: Quat, scale: Vector3)
Insert a transform key for a transform track.
short answer: no, use property track for 2d and apply a transform.
I guess 3d is justified because gimbal lock on animations, so a location, qual, scale set of params make sense.
Note that 3D transform tracks will be removed in 4.0 in favor of translation/rotation/scale tracks: https://godotengine.org/article/animation-data-redesign-40
@Calinou This is great! Smart choice to include quaternion interpolation for rotations.
Quaternion rotations! Nice.