Lumberyard
Legacy Reference

Animations Nodes

Flow Graph is deprecated and will be removed in a future version of Lumberyard. Learn about Script Canvas, Lumberyard's new visual scripting environment.

This topic references tools and features that are legacy. If you want to use legacy tools in Lumberyard Editor, disable the CryEntity Removal gem using the Project Configurator or the command line. To learn about the latest features, see the Amazon Lumberyard User Guide.

You can use these flow graph nodes to configure animation-related settings.

AnimationEventListener node

Use to listen for a specific animation event and trigger the output.

Inputs

Port Type Description
Enable Any Starts listening for animation events
Disable Any Stops listening for animation events
EventName String Name of the animation event to listen for
Once Boolean If set to 1 (true), the node is disabled after the event has been received.

Outputs

Port Type Description
Enabled Any Triggers when listening has started
Disabled Any Triggers when listening has stopped
EventTriggered Any Triggers when the animation event is received

AttachmentControl node

Use to add and control an attachment for a character.

Inputs

Port Type Description
Attachment String Name of the attachment
Show Any Shows the attachment
Hide Any Hides the attachment

Outputs

Port Type Description
Shown Any Triggers when the attachment is shown
Hidden Any Triggers when the attachment is hidden

BoneInfo node

Use to specify and output character bones to create attachments or link objects.

Inputs

Port Type Description
BoneName String Name of the bone to get information for
Enabled Boolean Enables and disables the node

Outputs

Port Type Description
LocalPos Vec3 Position of the bone in local space
LocalRot Vec3 Rotation of the bone in local space
WorldPos Vec3 Position of the bone in world space
WorldRot Vec3 Rotation of the bone in world space

CheckAnimPlaying node

Use to check whether a defined animation is playing or not.

Inputs

Port Type Description
Check Any Checks once whether the animation is playing
CheckAlways Boolean Checks each frame whether the animation is playing
Animation String Name of the animation
Layer Integer Specifies which layer should play the animation

Outputs

Port Type Description
Playing Any Triggers when the animation is playing on the layer
NotPlaying Any Triggers when the animation is not playing on the layer
TopOfStack Any Triggers when the animation is at the top of the stack, meaning it is not currently blended out

CooperativeAnimation node

Use to allow the playing of a positioned and aligned animation for one or more characters.

Inputs

Port Type Description
Start Any Starts the animation
Stop Any Stops the animation
ForceStart Force the animation to start
AdjustToTerrain Makes sure the character is at terrain level
IgnoreCharactersDeath If false and any of the actors die, stops the animation for all the actors
NoCollisionBetween If true, the first actor won't collide with the other actors
Location Starts the animation at a specific location
Rotation Starts the animation at a specific rotation
Alignment Alignment type:
  • WildMatch: Moves both characters the least amount

  • FirstActor: Allows first actor to be rotated but not moved

  • FirstActorNoRot: Prevents first actor from being moved or rotated

  • FirstActorPosition: Slides the actor so that the first one is at the specified Location

  • Location: Moves both characters until the reference point of the animation is at the specified location

Entity_01 - Entity_04 Name of the specific entity
AnimationName_01 - AnimationName_4 Name of the specific animation
SlideDuration_01 - SlideDuraction_04 Time in seconds to slide the entity into position
HPhysics1 - HPhysics4 Prohibits the character from being pushed through solid objects

Outputs

Port Type Description
Finished_01 - Finished_04 Any Triggers when the specific actor is done
Done Any Triggers when all actors are done

LookAt node

Use to make a character look at a position.

Inputs

Port Type Description
Start Any Character begins looking at a target
Stop Any Character stops looking at a target
FieldOfView Float Field of view for the character
Blending Float
Target Any Target for the character to look at
TargetPos Vec3 Target look position
LookAtPlayer Boolean Character looks at player

NoAiming node

Use to suppress aiming for a character.

Inputs

Port Type Description
Dont Aim! Any Suppresses aiming for a character

Outputs

Port Type Description
Done Any Triggers when aiming has ceased

PlayAnimation node

Use to play an animation on the character's skeleton, bypassing the AnimationGraph. The animation name can be specified directly as mapped in the .cal file.

Inputs

Port Type Description
Start Any Starts the animation
Stop Any Stops the animation
Animation String Name of the animation to play
BlendInTime Float Blend-in time in seconds
Layer Integer Layer on which to play the animation
Loop Boolean Loops the animation indefinitely
ForceUpdate Boolean Plays animation even if not visible
PauseAnimGraph Boolean Deprecated
ControlMovement Boolean Controls movement of the entities

Outputs

Port Type Description
Done Any Triggers when the animation is done
AlmostDone Any Triggers when the animation is almost done

PlayCGA node

Use to play .cga files and their animation, as well as .anm files belonging to the .cga file. The Trigger input starts the animation.

Inputs

Port Type Description
CGA_File String File name of the animation
CGA_Animation String Name of the animation
Trigger Boolean Starts the animation

Outputs

Port Type Description
Done Boolean Triggers when the animation has finished

PlaySequence node

Use to play a track view sequence. Use the PerformBlendOut input to make sure that the camera has a seamless blend into the game camera when the sequence is over. Make sure to beam the player to the right place when the sequence starts.

Inputs

Port Type Description
Sequence String Name of the sequence
StartTrigger Any Starts the sequence
PauseTrigger Any Pauses the sequence
StopTrigger Any Stops the sequence
PrecacheTrigger Any Precaches keys that start in the first few seconds of the animation
BreakOnStop Boolean If set to true, stopping the sequence doesn't jump it to the end
BlendPosSpeed Float Speed at which the position gets blended into the animation
BlendRotSpeed Float Speed at which the rotation gets blended into the animation
PerformBlendOut Boolean If true, the end of the cut scene dissolves to the new view
StartTime Float Time at which the sequence starts playing
PlaySpeed Float Speed at which the sequence plays
JumpToTime Float Jumps to a specific time in the sequence
TriggerJumpToTime Any Triggers the animation to jump to the specified sequence time
TriggerJumpToEnd Any Triggers the animation to jump to the end of the sequence.

Outputs

Port Type Description
Started Any Triggers when the animation starts
Done Any Triggers when the animation has stopped or is aborted
Finished Any Triggers when the animation has stopped
Aborted Any Triggers when the animation is aborted
SequenceTime Float Current time of the sequence
CurrentSpeed Float Speed at which the sequence is being played

StopAnimation node

Use to stop the animation.

Inputs

Port Type Description
Stop! Any Stops the animation

Outputs

Port Type Description
Done Any Triggers when the animation has stopped

SynchronizeTwoAnimations node

Use to synchronize two animations for two entities.

Inputs

Port Type Description
Entity1 Any First entity to synchronize
Entity2 Any Second entity to synchronize
Animation1 Srring First animation to synchronize
Animation2 String Second animation to synchronize
ResyncTime Float Resync time
MaxPercentSpeedChange Float Maximum percentage speed change

TriggerOnKeyTime node

Use to play and output an animation at a specified time.

Inputs

Port Type Description
Animation String Animation to play
TriggerTime Float When to play the animation

Outputs

Port Type Description
Trigger Any Plays the animation