Overview
The Play Object Animation and Stop Object Animation actions control animations that are baked into your 3D model files. These are pre-authored animations like a valve opening, a door swinging, a lever moving, or a character waving—animations that came with the model file itself, not created in the Timeline editor. This differs from Play Timeline Animation, which triggers sequences created in the Creator App’s Timeline editor.Play Object Animation
When to Use
- Model animations: trigger an animation clip that exists in the imported 3D model
- Mechanical actions: open a valve, move a lever, rotate a dial
- Character actions: play a character animation (wave, gesture, point)
- Visual feedback: animate an object to show task completion or state change
Parameters
| Parameter | Type | Required | Description |
|---|---|---|---|
| Object | string | Yes | Select the 3D object from the scene hierarchy. The object must have animation clips embedded in its model file. |
| Animation Name | string | Yes | Specify the name of the animation clip within the model file (e.g., valve_open, door_swing, character_wave). This name is defined in the original 3D model file. |
| Duration | number | No | Override the animation’s original duration (in milliseconds). Leave blank to use the clip’s built-in length. |
| Loop | enum | No | How the animation repeats: once (play once), loop (repeat continuously), or pingpong (play forward then backward). Default is once. |
| Speed | number | No | Playback speed multiplier. Default is 1.0 (normal speed). Set to 0.5 to slow down or 2.0 to speed up. |
Key Behavior
- Model-dependent: The animation must exist in the model file. You cannot create new animations here.
- Fire and forget: The action starts the animation; subsequent actions don’t wait for it to finish unless you add a Delay.
- Multiple simultaneous: You can play different animations on different objects at the same time.
Stop Object Animation
When to Use
- Interrupt animation: stop a looping animation when exiting a state
- Cancel action: cancel an animation if the learner chooses a different action
- Cleanup: ensure animations don’t continue playing unexpectedly
Parameters
| Parameter | Type | Required | Description |
|---|---|---|---|
| Object | string | Yes | Select the object whose animation(s) to stop. |
| Clip Name | string | No | (Optional) Specify the name of the animation clip to stop. If omitted, all animations on that object stop. |
Key Behavior
- Selective or omnibus: Stop a specific clip by name, or stop all clips on an object if you leave Clip Name empty.
- Safe to call: Calling Stop Object Animation on an object with no playing animation has no effect.
Practical Examples
Animated Valve Opening
Scenario: Training shows a valve that the learner must open. Play the valve opening animation when they click.In your 3D model file, you have a valve object with an animation clip named
valve_open (2 seconds).Create a transition triggered by clicking the button. In the transition’s action list:
- Play Object Animation: Object:
valve, Animation Name:valve_open - Delay:
2000(wait for animation to complete) - Set Variable:
valveIsOpen = true
Looping Character Animation
Scenario: A character should wave continuously while a learner reads instructions.In a state’s
onEntry:- Play Object Animation: Object:
character, Animation Name:character_wave, Loop:loop
Speed-Adjusted Animation
Scenario: Show a machinery process in slow motion so learners can follow each step.In an action list:
- Play Object Animation: Object:
assembly_line, Animation Name:assembly_cycle, Speed:0.5
If an animation clip name doesn’t exist in the model file, the action will log an error but won’t crash the training. Check the console for error messages if an animation doesn’t play.

