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Lumberyard
User Guide (Version 1.13)

Director (Scene) Node

The Director (Scene) node includes a camera track that specifies the active camera for a sequence. You can add sequence-specific nodes (for example, Depth of Field or Comment) under the Director node in order to override the same nodes that were set at the sequence level.

You can add multiple Director nodes to a scene, but only one node will be active. Change the active Director node by right-clicking the node and selecting Set as Active Director. When you deactivate a Director node, all child node animations are also deactivated. This is useful for enabling and disabling animation for specific objects within the same shot.

To add a Director node in the Track View editor

  1. In Lumberyard Editor, click Tools, Track View.

  2. In the Track View editor, click Add Sequence (first button in the toolbar).

  3. In the Add New Sequence dialog box, type a name for your sequence and click OK.

  4. Right-click your sequence and select Add Director (Scene) Node. You can add the following tracks to the Director node and set key properties.

Director Node Tracks and Key Properties

Track Key Property Description
Create Folder Creates folder that you can use to organize director tracks.
Camera Camera Specifies the sequence camera. You can optionally use the mov_overrideCam console variable to override the camera. Set the console variable to a camera name for the object entity sequences (legacy), or to an entity ID (string) of a Camera component entity for component entity sequences.
Blend time Specifies the blend time, in seconds, between sequential cameras in the track.
Capture Duration Sets the capture duration in seconds.
Time Step Forces a fixed frame rate, in seconds, by using a specified time step. Time step = 1/number of frames. Units are in 1 fps (frames per second), so a time step value of .0333 results in a game frame rate of 30 fps.
Output Format Specifies the image output file format.
Output Prefix Specifies a prefix to apply to the image file names. For best results, use the same prefix as the sequence for clarity.
Output Folder Specifies the directory where the image files are stored.
Buffer(s) to capture Specifies the image capture format. Choose from the following options:
  • Color – RGB pixel information

  • Color+Alpha – RGB pixel data and Alpha channel data

    Note

    To capture Alpha channel data, you must set Output Format to tga.

Console Command Executes the specified console command.
Event Triggers events in the Director node Lua script.
FixedTimeStep Sets a fixed time step in order to modify the game speed. Units are in 1 fps, so a fixed time step value of .0333 results in a game frame rate of 30 fps.
GoTo Jumps forward or backward in a sequence. Use this track for key framing time shifts and to loop part of a sequence. This key automatically applies animation blending on animations that are currently playing in the sequence.
Music Mood (T) or Volume (F) Specifies if the key should change mood or volume according to the corresponding mood or time property of that key.
Mood (if Mood) Changes the mood.
Time (if Volume) Changes the time.
Sequence Sequence Specifies the sequence to play at the specified keyframe.
Override Start/End Times Overrides the sequence start and end times.
Start Time Specifies the start time to override.
End Time Specifies the end time to override.
Sound Adds sound effects to a sequence.
Timewarp Creates a slow-motion effect using a curve that scales the movie playback speed by the Timewarp value. A value of 1.0 represents normal speed; smaller values slow down time and larger values speed up time. If you set Timewarp to zero, playback will completely stop in your movie. Timewarp applies only to visuals; sounds are not slowed down.