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Lumberyard
User Guide (Version 1.13)

Looping and Jumping in a Scene

You can jump ahead or back in time, as well as use looping, in a sequence using the Track View editor GoTo track keys or using Flow Graph.

Scene Jumping using GoTo Track Keys

The GoTo track allows you to jump ahead or back in time while the sequence is running. It is primarily used to turn parts of a sequence into a loop.

Using a GoTo track key to jump to a different point in time automatically applies animation blending on all currently playing animations in the sequence. If animation blending is not desired for a scene, use the Loop property instead.

GoTo track keys placed at the end of a sequence never trigger. Instead, the sequence simply stops playing. To resolve this issue, slightly extend the end time of the sequence.

To jump in a scene using a GoTo track key

  1. If applicable, in the Track View editor, right-click the top node and click Add Director(Scene) Node.

  2. Right-click the applicable node and then click Add Track, GoTo.

  3. Add a key in the GoTo track where you want the jump to occur.

  4. In the timeline, right-click the key, and in Key Properties, adjust the value of the GoTo Time parameter.

If the duration of a sound overlaps into a GoTo track loop, the last portion is played repeatedly. In most cases, this behavior is not desired and the sound key must get moved further away in time from the target of the GoTo jump so as not to overlap it.

Using the Loop property instead of a GoTo track key is useful for moving mechanical parts (such as helicopter rotor blades) or when the animations are pose-matched and do not require blending. GoTo tracks could be used, but the effect does not look good.

Scene Jumping using Flow Graph

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 more about legacy features, see the Amazon Lumberyard Legacy Reference.

Using the Animations:PlaySequence Flow Graph node, you can activate the Trigger Jump To Time to make the sequence jump to the specified time while the sequence is playing.

You can also set up multiple triggers that jump to different times using Math:SetNumber nodes and a Logic:Any node, as shown in the following image.