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How to Interrupt a Timeline?

  • Magus0Mind00

    I believe the option between play once and loop will let you pause the animation.

  • StankyDino

    That is true, but I'm not looking to pause the animation. I want to stop it, so that when it gets power again, it starts from the beginning, not to resume its position.

  • davidnorth100

    As as last resort you can at least control the playhead entirely with logic. Not convenient but you can then certainly reset, pause, play backwards etc. I've used this for animations a few times.

  • mmdev1 - John & Luci

    Hi,
    There is a reset bottom on a timeline to set it back to the beginning, that should help

    John

  • madduey

    '@davidnorth100 how do you manipulate the timeline in the way you described? I want it to play backwards but i can figure out how. Any ideas???

    I can slow it down but not make it reverse.

  • StankyDino

    '@John/Luci Right, but that won't stop the timeline from playing, just make it start over.

    I'll hack it together somehow with david's suggestion, i think. It might just look really jumpy if I smash cut to the end of the timeline.

  • napzackz

    '@madduey wire an analog signal (like the output of a timer) into the play head of the timeline, and it will move based on the signal. So if you set the time to move backwards, the play head will follow

  • napzackz

    '@stankydino you could hook up a timer to the play head like I said below, and when you want to switch, just tie the reset button high and don’t replay the timer

  • eibbie

    I had a similar problem. So the playhead position output is a fraction valiue between 0 and 1, so to finish a timeline immediately you have to set its playhead position to 1. (and of course only play the timeline once). So if you have a signal that needs to interrupt the timeline, e.g. from a collision in my case, then you could combine this signal with some logic with the current playhead position to send the playhead to the end of the timeline. However, you have to have the animation played normally if there is no interrupt. So I combined the playhead position output with the 0 or 1 signal from the interrupt using a calculator MAX function.
    If there is an interrupt signal, the output will be 1. That is the end of the timeline, and can be output to the playhead position input (<>) on the timeline panel.
    If there is no interrupt signal, this will return the current playhead position. You can't feed this directly back into the playhead position as this will freeze the animation. So my trick was to add a very small number, e.g. 0.005, to the output of the max function using an adder calculator block and feed that into the current playhead position. This will speed up the animation by a fraction. However this worked fine for me. (Probably you can correct for this by reducing the playback speed by a little amount if this is a problem).

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