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Overview

The Play Timeline Animation and Stop Timeline Animation actions control animation sequences that you create in the Creator App’s Timeline editor. Unlike Play Object Animation (which triggers pre-baked model animations), Timeline animations are authored in the Creator App and can combine movements, visibility changes, timing, and other effects across multiple objects and properties.

Play Timeline Animation

When to Use

  • Custom animation sequences: play an animation you created in the Timeline editor
  • Synchronized multi-object animations: coordinate movements across several objects
  • Procedural effects: fade objects in/out, move camera, or rotate multiple objects together
  • Scripted demonstrations: show step-by-step visual walkthroughs

Parameters

ParameterTypeRequiredDescription
Timeline IDstringYesSelect the timeline animation you created in the Timeline editor. This is the ID/name of the timeline you want to play.
Play ModeenumNoHow the animation plays: once (play once) or loop (repeat continuously). Default is once.
SpeednumberNoPlayback speed multiplier. Default is 1.0. Set to 0.5 for slower, 2.0 for faster.

Key Behavior

  • Authored in Timeline: The timeline must exist in your Creator App project. Design it in the Timeline editor first.
  • Fire and forget: The action starts playback; subsequent actions don’t wait unless you add a Delay.
  • No blocking: Other interactions or transitions can occur while the timeline plays.

Stop Timeline Animation

When to Use

  • Interrupt animations: stop a looping timeline animation when exiting a state
  • Clean up: ensure timelines don’t continue playing unexpectedly
  • Multi-animation management: stop a specific timeline while others continue

Parameters

ParameterTypeRequiredDescription
Timeline IDstringNo(Optional) Specify the timeline to stop. If omitted, all playing timeline animations stop.

Key Behavior

  • Selective or omnibus: Stop a specific timeline by ID, or stop all timelines if you leave Timeline ID empty.
  • Safe to call: Calling Stop Timeline Animation when no timeline is playing has no effect.

Practical Examples

Animated Tutorial Walkthrough

Scenario: A state shows a multi-step assembly task. A timeline demonstrates each step in sequence: move component A, rotate it, attach component B, then highlight the result.
1
In the Timeline editor, create a timeline called assembly_demo:
  • 0–2s: move component_a to position
  • 2–3s: rotate component_a
  • 3–4s: move component_b into place
  • 4–5s: highlight both components
2
In your training state’s onEntry:
  1. Play Timeline Animation: Timeline ID: assembly_demo
  2. Delay: 5000 (let the timeline complete)
  3. Show Prompt: display instructions for learner to replicate the steps
3
The demonstration plays, then the learner is prompted to perform the task.

Looping Environment Animation

Scenario: A factory state has a continuously running conveyor belt animation.
1
Create a timeline called conveyor_loop that animates the belt continuously.
2
In the FactoryFloor state’s onEntry:
  • Play Timeline Animation: Timeline ID: conveyor_loop, Play Mode: loop
3
In the onExit:
  • Stop Timeline Animation: Timeline ID: conveyor_loop
4
The conveyor loops throughout the state and stops when exiting.

Speed-Controlled Demonstration

Scenario: Show a process animation at different speeds. Instructors can choose “normal speed” or “slow motion” for detailed learning.
1
In a transition action list (triggered by a button):
  1. Set Variable: demoSpeed = 0.5 (slow motion flag)
  2. Play Timeline Animation: Timeline ID: process_demo, Speed: 0.5
2
Learners see the demonstration in slow motion for greater detail.

Conditional Animation Cleanup

Scenario: Multiple timelines might be playing. Stop only specific ones based on learner actions.
1
Suppose two timelines are running: background_loop and object_focus.
2
When the learner clicks “focus on object”, execute:
  • Stop Timeline Animation: Timeline ID: background_loop (keep object animation running)
3
The background animation stops; the object focus animation continues.
Design timelines in the Timeline editor with reusability in mind. A well-crafted conveyor_loop or failure_flash timeline can be triggered from multiple states, keeping your training logic DRY (don’t repeat yourself).
Timeline animations and Object Animations can play simultaneously. For example, you could play an object’s embedded animation (e.g., valve_open) while a timeline animation (e.g., camera_pan) runs at the same time. Both will execute in parallel.
Make sure the timeline exists in your Creator App project before referencing it. If a Timeline ID doesn’t match any timeline, the action will log an error but won’t crash the training.